Note:
making any
modifications to Warzone 2100 will void any technical support open to you.
We will not answer questions or help you in any way if you have modified
Warzone 2100.
Pumpkin Studios
/ Eidos will not take responsibility for any damage resulting from modification of Warzone 2100.
Specific skirmish notes:
Much of the file below doesn’t
apply to skirmish scripts!
Make your changes to player0.slo and vlo
-> player7.slo and vlo.
This file may not be complete or contain
out of date information.
Comments
There are two type of comment for the script language. A multi-line comment is
started by
the characters /* and finishes with */.
A single line comment is started by //.
Declaring Variables
A variable declaration is structured :
<storage> <type> <name> [ , <name>
, … ] ;
<storage> is one of public
or private. public means that the variable can have a
value assigned in the world editor. private means the value is only used
within the script
and cannot be set in the editor.
<type> is the data type of
the variable. There are four default types of variable: int bool
trigger event. int is a numeric value. bool stores only a true or false value.
trigger stores a reference to a script trigger. event stores a reference to a
script event.
There are also a number of extra user defined types specific to the game.
<name> is the identifier by
which the variable is referred to. If more than one variable of a
type is required, additional names separated by commas can be added.
Declaring Triggers
Triggers are used to schedule when an event should occur. The format of a
declaration is:
trigger <name> ( <trigger type> );
<trigger type> can be any of:
init
Run the event when the script
starts.
inactive Do
not run the event until a trigger is assigned to it.
wait , <time> Run
the event after delay <time>.
every
, <time> Run the
event at every <time> interval.
<bool exp>, <time> Run
the event if <bool exp> is true, checking every <time> interval.
<bool exp> is a boolean
expression (described below) which may include game function
calls and script variables.
Declaring Events
Events contain the actual code to execute when a trigger is activated. They
are declared :
event <name> ( <trigger> ) { <code> }
<name> is the identifier for
the event.
<trigger> is either the
identifier of a previously declared trigger, or a new <trigger type>
declaration.
<code> is the actual script
code to execute when the event is activated.
Number Expressions
Numeric expressions are made up of int variables, numeric constants and
functions that
return int values, e.g.:
power * 32 - basePower
numDroids(player) + 5
The possible operators are :
+ - * /
There are also a number of operators that compare numeric expressions to give
a boolean
expression :
<
> Less than / Greater than
<=
>= Less or Equal / Greater
or Equal
==
!= Equal / Not Equal
Boolean Expressions
Boolean expressions are made up of bool variables, the boolean constants true
and
false and game functions that return a boolean value e.g.
not droidSeen and attackDroid
The possible operators are :
and or not == !=
The operators == and != can also be used with user defined type variables.
Assignment
The value of a variable or an expression can be assigned to another using the
= character,
e.g.:
currentDroid = foundDroid;
index = base + found * 4;
if statements
if statements are used to control which bits of code are executed. The
simplest form is :
if ( <bool exp> )
{
<code>
}
In this form if <bool exp> evaluates to true then the script code
<code> is executed,
otherwise the code is ignored.
if ( <bool exp> )
{
<code>
}
else
{
<code>
}
if ( <bool exp> )
{
<code>
}
else if ( <bool exp> )
{
<code>
}
else
{
<code>
}
while statements
while ( <bool exp> )
{
<code>
}
SCRIPT FUNCTION TYPES
With a complex object it is possible to access information specific to the
instance of this object. For example a DROID is a complex object - its x,y,z
can be queried whereas a DROIDID (a simple object) is just a placeholder for
the numeric value of the ID.
INTMESSAGE - (simple) Name of a message as defined in Messages.txt
BASEOBJ - (complex) any of a
DROID,FEATURE or STRUCTURE
You have access to :
baseobj.x
baseobj.y
baseobj.z
baseobj.id -
unique id number
baseobj.player -
player id
baseobj.type -
one of OBJ_DROID, OBJ_STRUCTURE, OBJ_FEATURE
baseobj.health -
%age number of body points
baseobj.clusterID -
the cluster the object is a member of
NOTE: the functions objToDroid, objToStructure and objToFeature exist to
convert a BASEOBJ
to a droid, structure or
feature if the base obj is of the right type.
DROID - (complex) defined by
the ID got from the world editor
You have access to :
all
BASEOBJ variables
droid.order
- current order of the droid
droid.body
- the BODY of the droid
droid.propulsion
- the PROPULSION of the droid
droid.weapon
- the WEAPON of the droid
DROIDID - (simple) literally just an ID of a droid
FEATURE - (complex) defined by the ID got from the world editor
You have access to :
all
BASEOBJ variables
FEATURESTAT - (simple) name of a feature as defined in features.txt
TEMPLATE - (simple) name of a template as defined in templ.bjo - loaded in as
part of the save game
STRUCTURE - (complex) defined by the ID got from the world editor
You have access to :
all
BASEOBJ variables
structure.stat -
the STRUCTURESTAT of the structure
STRUCTUREID - (simple) literally just an ID of a struct
STRUCTURESTAT - (simple) name of a structure as defined in structures.txt
BODY - (simple) name of a body as defined in body.txt
PROPULSION - (simple) name of a propulsion as defined in propulsion.txt
ECM - (simple) name of a ECM as defined in ecm.txt
SENSOR - (simple) name of a sensor as defined in sensor.txt
CONSTRUCT - (simple) name of a construct as defined in construct.txt
WEAPON - (simple) name of a weapon as defined in weapons.txt
REPAIR - (simple) name of a repair type as defined in Repair.txt
BRAIN - (simple) name of a brain type as defined in Brain.txt
SOUND - (simple) ID of sound used in playSound()
LEVEL - ID of a level as defined in GameDesc.lev
GROUP - (complex) a group of droids
You have access to :
group.x -
average x coord
group.y -
average y coord
group.members -
number of units in the group
group.health -
average %age health of the units
NOTE: these are calculated the first time you access them for a group
and then cached for repeated access for this group. It is therefore
much quicker if you do all actions on one group before accessing another
RESEARCHSTAT - (simple) name of a research topic as defined in research.txt
(and the database)
SCRIPT FUNCTIONS
setSnow(BOOL)
This function switchs snow on or off. TRUE will turn snow on, FALSE will turn
snow off. If rain is on when snow is started the rain
will be turned off.
setRain(BOOL)
This function switchs rain on or off. TRUE will turn rain on, FALSE will turn
rain off. If snow is on when rain is started the snow
will be turned off.
setBackgroundFog(BOOL)
This function switchs background fog on or off. This sets the backdrop to the
current fogcolour and fogs the edge of the visible world.
TRUE will turn background fog on, FALSE will turn background fog off.
setDepthFog(BOOL)
This function switchs depth fog on or off. This sets the sets fog ramping up
from zero in the middle of the view to full fog at the edge
of the visible world. TRUE will turn depth fog on, FALSE will turn depth fog
off.
setFogColour(RED, GREEN, BLUE)
This function sets the fog colour, to be used when fog is enabled. This colour
is also used in the background clear when fog is enabled.
The colour is specified as RED, GREEN and BLUE components each in the range 0
to 255. This yields a 24 bit colour value.
Colour values outside the range 0 to 255 will have an indeterminate effect.
WARNING setting the fog colour to BLACK(0, 0, 0) does not turn fog off and
should be avoided.
Arizona: NEW 204, 149,
70 Nick approved
24/09/98 (Old
176, 143, 95 B08F5F)
Urban: 201,
146, 15 C9920F
Rockies: 182, 225,
236 B6E1EC
enableComponent(COMPONENT, PLAYER)
This function makes a component found to a player - so that they can research
a topic that requires the component
COMPONENT is any type of Body, Propulsion, Weapon, ECM, Sensor, Construct etc
PLAYER is the id of the player who gets the component
makeComponentAvailable(COMPONENT, PLAYER)
This function makes a component available to a player - so that they can build
Units using this component
COMPONENT is any type of Body, Propulsion, Weapon, ECM, Sensor, Construct etc
PLAYER is the id of the player who gets the component
enableStructure(STRUCTURESTAT, PLAYER)
This function makes a structure available to a player - so that they can
research a topic that requires the structure or build the structure
STRUCTURESTAT is defined by the name from Access
PLAYER is the id of the player who gets the structure
enableResearch(RESEARCHSTAT, PLAYER)
This function makes a research topic available to a player regardless of its
pre-requisites
RESEARCHSTAT is defined by the name from Access
PLAYER is the id of the player who gets the research
completeResearch(RESEARCHSTAT, PLAYER)
This function acts as if the research was performed by the player giving them
the results
RESEARCHSTAT is defined by the name from Access
PLAYER is the id of the player who gets the research
BOOL objectInRange(PLAYER, X,Y, RANGE)
BOOL droidInRange(PLAYER, X,Y, RANGE)
BOOL structInRange(PLAYER, X,Y, RANGE)
These functions check for when an object/droid/structure belonging to a player
is within range of a position
PLAYER is the id of the player whose unit is checked for in range
X,Y is the position to check from in world coords
RANGE is in world coords - 128 units = 1 tile
BOOL objectInArea(PLAYER, X1,Y1, X2,Y2)
BOOL droidInArea(PLAYER, X1,Y1, X2,Y2)
BOOL structInArea(PLAYER, X1,Y1, X2,Y2)
These functions check for when an object/droid/structure belonging to a player
is in a square area
PLAYER is the id of the player whose droid is checked for in area
X1,Y1, X2,Y2 is the area to check in world coords
X1,Y1 should be smaller than X2,Y2
BOOL droidHasSeen(OBJECT, PLAYER)
This functions checks for when a player has seen a given object - either by
unit or structure
OBJECT is any type of DROID, FEATURE, STRUCTURE
PLAYER is the id of the player to check for having seen
addDroid(TEMPLATE, X, Y, PLAYER)
This function adds a unit for the player based on the template passed in.
The unit is placed at x,y
TEMPLATE is a valid template (doesn't have to belong to the player!)
X, Y are in world coords
PLAYER is the id of the player whose the unit belongs to
buildDroid(TEMPLATE, STRUCTURE, PLAYER, QUANTITY)
This function sets a factory defined by STRUCTURE to build units based on the
TEMPLATE for the PLAYER.
TEMPLATE is a valid template (doesn't have to belong to the player!)
STRUCTURE is a structure defined by ID and MUST BE A FACTORY
PLAYER is the id of the player whose the unit belongs to
QUANTITY is the number of units that will be built
BOOL buildingDestroyed(STRUCTUREID, PLAYER)
This function checks that a structure (given by the id) no longer exists for
the player
STRUCTUREID is the id of the structure - NB this is different to an object of
type STRUCTURE
PLAYER is the id of the player whose list is checked for the building
BOOL structureIdle(STRUCTURE)
This function checks whether the structure is doing anything. Returns TRUE if
idle
STRUCTURE is a valid structure defined by ID
BOOL structureBeingBuilt(STRUCTURESTAT, PLAYER)
This function checks that a structure of type STRUCTURESTAT is currently being
built for the specified PLAYER
STRUCTURESTAT is defined by the name from Access
PLAYER is the id of the player who gets the structure
BOOL structureBuilt(STRUCTURESTAT, PLAYER)
This function checks that a structure of type STRUCTURESTAT is currently built
for the specified PLAYER
STRUCTURESTAT is defined by the name from Access
PLAYER is the id of the player who gets the structure
addReticuleButton(BUTTONID)
This function adds a reticule button to the interface
BUTTONID is the id of a button - see ScriptConstants.txt
removeReticuleButton(BUTTONID)
This function removes a reticule button from the interface
BUTTONID is the id of a button - see ScriptConstants.txt
addMessage(INTMESSAGE, MESSAGETYPE, PLAYER, PLAY_IMMEDIATE)
This adds a message to the interface for the PLAYER
INTMESSAGE is a variable defined in the values file
MESSAGETYPE is a predefined type - see ScriptConstants.txt
PLAYER is the player who gets the message
PLAY_IMMEDIATE is a bool for whether to bring the Intelligence Screen up with
the message immediately or just store it
removeMessage(INTMESSAGE, MESSAGETYPE, PLAYER)
This removes a message from the interface for the PLAYER
INTMESSAGE is a variable defined in the values file
MESSAGETYPE is a predefined type - see ScriptConstants.txt
PLAYER is the player who loses the message
!!!!!!!!!!!NO LONGER AVAILABLE!!!!!!!!!!
//addTutorialMessage(INTMESSAGE, PLAYER)
//This adds a tutorial message to the display for the PLAYER - its is played
immediately //without the intelligence screen coming up. The message is not
stored and therefore cannot //be re-displayed. It can be added over and over
again though!
//INTMESSAGE is a variable defined in the values file
//PLAYER is the player who gets the message
BOOL selectDroidByID(DROIDID, PLAYER)
This selects a unit defined by the ID since we can't guarantee the name! Only
the list of units belonging to PLAYER will be checked. This returns TRUE if
the unit could be found - it will be worth checking it exists!
DROIDID is a valid unit defined by ID
setAssemblyPoint(X, Y, STRUCTURE)
This sets the location of where new units assemble at for a specific factory
X, Y are the x and y in world coordinates
STRUCTURE is a valid structure defined by ID
FEATURE addFeature( FEATURESTAT, X, Y )
Builds a feature at position (x,y).
FEATURESTAT is the name of a feature stat defined in features.txt.
The feature identifier is returned - this can be used in e.g. destroyFeature.
destroyFeature(FEATURE)
This removes the feature from the world
FEATURE is a feature defined by ID
centreView(OBJECT)
This function centres the view on the object supplied
OBJECT is any type of DROID, FEATURE, STRUCTURE
STRUCTURE addStructure( STRUCTURESTAT, PLAYER, X, Y )
Builds a structure belonging to PLAYER centred at (X, Y).
The structure must be previously enabled via enableStructure().
The structure identifier is returned - this can be used in e.g.
destroyStructure.
destroyStructure(STRUCTURE)
This removes the structure from the world
STRUCTURE is a structure defined by ID
STRUCTURE getStructure(STRUCTURESTAT, PLAYER)
This function returns the first STRUCTURE based on the stat for the player it
can find.
To use it create a STRUCTURE variable and assign it to the result of the
function call.
For example:
STRUCTURE
myNewStructure;
STRUCTURESTAT
Factory;
myNewStructure = getStructure(Factory, 0);
This will look through the player 0 list of structures to find a Factory and
return a variable of type STRUCTURE. You will then be able to access the x, y,
and z. If a structure cannot be found than NULL is returned . It will be worth
checking that the STRUCTURE does not equal NULL before using it. For example:
if (myNewStructure == NULLOBJECT)
{
do something
}
initEnumStruct(STRUCTURESTAT,player,player2)
STRUCTURE enumStruct()
Enumerate through visible structures of given type, enum struct returns
NULLOBJECT when no more exist.
player = player who is looking (eg selectedPlayer)
player2 = player whose structures are to be enumerated.
TEMPLATE getTemplate(COMPONENT, PLAYER)
This function returns the first TEMPLATE based on the stat for the player it
can find. It can be any type of component. To use it create a TEMPLATE
variable and assign it to the result of the function call. For example:
TEMPLATE myNewTemplate;
WEAPON Rocket;
myNewTemplate = getStructure(Rocket, 0);
This will look through the player 0 list of template to find one which
contains a rocket and then return a variable of type TEMPLATE. You will then
be able to access its attributes. If a template cannot be found than NULL is
returned . It will be worth checking that the TEMPLATE does not equal NULL
before using it. For example:
if (myNewTemplate == NULLTEMPLATE)
{
do something
}
setScrollParams(minX, minY, maxX, maxY)
This literally sets the scroll settings for the current map - be careful not
to set the maxX/maxY greater than that possible for the map!
minX, minY, maxX, maxY are all numbers. These are in TILE COORDINATES!!!!!!
setScrollMinX(minX)
This just sets the one variable. These are in TILE COORDINATES!!!!!!
minX is a number
setScrollMinY(minY)
This just sets the one variable. These are in TILE COORDINATES!!!!!!
minY is a number
setScrollMaxX(maxX)
This just sets the one variable. These are in TILE COORDINATES!!!!!!
maxX is a number
setScrollMaxY(maxY)
This just sets the one variable. These are in TILE COORDINATES!!!!!!
maxY is a number
setDefaultSensor(SENSOR, PLAYER)
This sets which sensor will be used as the default when designing units in
game for the specified player. The SENSOR must be a valid DEFAULT sensor.
setDefaultECM(ECM, PLAYER)
Like the above functionm, this sets which ECM will be used as the default when
designing units. Again the ECM must be a valid DEFAULT ECM.
setStructureLimits(STRUCTURESTAT, LIMIT, PLAYER)
This sets a limit for a specific structure on how many can be built on a map.
STRUCTURESTAT is defined by the name from Access
LIMIT is a number between 0 and 255
PLAYER is the id of the player
setAllStructureLimits(LIMIT, PLAYER)
This sets a limit for all structures on how many can be built on a map.
LIMIT is a number between 0 and 255
PLAYER is the id of the player
playSound( SOUND, PLAYER)
Plays a '2D' sound ie speech and is audible for the player identified
SOUND is a defined type.
PLAYER is the id of the player
playSoundPos( SOUND, PLAYER, x, y, z)
Plays a '2D' sound ie speech and is audible for the player identified
Position of sound is saved so camera can move to object playing sound if
required.
SOUND is a defined type.
PLAYER is the id of the player
x, y, z is the position of the object in game units.
addConsoleText( TEXTSTRING, PLAYER)
Adds console text to the top of the screen (centre justified) for the player
concerned
TEXTSTRING is a string ID obtained from strings.txt
PLAYER is the id of the player
turnPowerOn()
Literally makes the power calculations be used
turnPowerOff()
Literally stops the power calculations being used
setPowerlevel(POWER, PLAYER)
sets the power level for a player - this overrides any current setting there
is
POWER is the value to set the player's power to
PLAYER is the id of the player
addPower(POWER, PLAYER)
adds the POWER amount to the PLAYER's current level
POWER is the value to add to the player's power
PLAYER is the id of the player
setLandingZone(x1, y1, x2, y2)
sets the landing zone for the map. The coords are in tile units and must all
be less than 255
setLimboLanding(x1, y1, x2, y2)
sets the landing zone for the Limbo Units.The coords are in tile units and
must all be less than 255
The units from the Limbo list are then placed at this location - so call in
CALL_GAME_INIT of the mission you want them to appear in
initAllNoGoAreas()
initialises all the no go areas to 0. Should be called when a new map is
loaded
setNoGoArea(x1, y1, x2, y2, areaNum)
defines an area that cannot be built on - used for enemy landing zones.
areaNum is a number between 0 and 7. If 0, then this function is the same as
calling setlandingZone
setTransporterExit( PLAYER, exitTileX, exitTileY )
setup transporter exit point on map for PLAYER
flyTransporterIn( PLAYER, entryTileX, entryTileY, BOOL bTrackTransporter )
flys PLAYER's transporter in from entry point on map; set bTrackTransporter
true to
track it onto the map.
tutorialEnd()
A bit of a hack to notify the game when the last of the tutorial events has
been run
so that the console messages can be turned back on to how they will appear for
the rest of the game
gameOver(BOOL)
function to call for ending the game
BOOL - true or false depending on whether the player has won or not
anyDroidsLeft(PLAYER)
checks the specified player for any units - returns TRUE if some exist, FALSE
if
they have all been destroyed
anyStructButWallsLeft(PLAYER)
checks the specified player for any structures except walls - returns TRUE if
some
exist, FALSE if they have all been destroyed
anyFactoriesLeft(PLAYER)
returns true if player has a factory/cyborg factory/ vtol factory
setRetreatPoint(PLAYER, x,y)
sets the position for a players units to retreat to
setRetreatForce(INT player, INT level)
Sets the percentage of the current force below which units for a side will
retreat
setRetreatLeadership(INT player, INT level)
Sets the leadership level (chance to run away) for a player (1-100)
startMission(MISSION_TYPE, LEVEL)
Starts a mission for the currently selected player - NB Transporters must be
filled if
you want units to appear on the Mission map
MISSION_TYPE is a predefined type - see ScriptConstants.txt
LEVEL is the name of the level to load as defined in GameDesc.lev
endMission(BOOL)
Ends the current mission the selected player is on - returns all Units that
have been
loaded onto the Transporter. False if player lost, true if player won????
!!!! DISABLED, no group wins at this time !!!!!!
!!BOOL allianceState()
!!returns true if group wins are allowed in the particular multiplayer game.
!!returns false otherwise.
BOOL allianceExists()
returns true if two or more players are in alliance. returns false otherwise.
BOOL dominatingAlliance()
returns true if there is a single dominating alliance, using all
multi-players.
BOOL playerInAlliance()
returns true if player is in an alliance
BOOL myResponsibility(PLAYER);
returns true if this machine is responsible for 'player' in multiplayer games.
STRUCTURE structureBuiltInRange(STRUCTURESTAT, X, Y, RANGE, PLAYER)
Checks to see if a Structure has been built within a specified range of x, y.
The first structure
to be found within this range will be returned. Check the result of the
function for being
NULLOBJECT before using!
STRUCTURE is a return value (structure defined by ID)
STRUCTURESTAT is defined by the name from Access
X, Y, RANGE are all in world coords
PLAYER is the id of the player whose structure list is searched
groupAddDroid(GROUP, DROID)
Add a unit to a group
groupAddArea(GROUP, PLAYER, X1,Y1, X2,Y2)
Add all the units inside the rectangle X1,Y1, X2,Y2.
Only units belonging to player PLAYER are added.
groupAddAreaNoGroup(GROUP, PLAYER, X1,Y1, X2,Y2)
as above but doesnt add units that are already grouped.
groupAddGroup(group1, group2)
Add all the units in group2 to group1.
All the units are removed from group2.
orderDroid(DROID, order)
Give a unit an order currently one of:
DORDER_STOP -
stop current order
DORDER_RETREAT -
retreat
DORDER_DESTRUCT -
self destruct
DORDER_RTR -
return to repair
DORDER_RTB -
return to base
DORDER_RUN -
run away for a bit (moral failure)
orderDroidLoc(DROID, order, x,y)
Give a unit an order with a location :
DORDER_MOVE -
move to location
orderDroidObj(DROID, order, BASEOBJ)
Give a unit an order with an object :
DORDER_ATTACK -
attack the object
DORDER_HELPBUILD -
help construct the object
DORDER_DEMOLISH -
demolish structure
DORDER_REPAIR -
repair structure
DORDER_OBSERVE -
(sensor units) keep a target in sensor range
DORDER_EMBARK -
get onto a transporter
DORDER_FIRESUPPORT -
follow this sensor unit and attack anything it DORDER_OBSERVE's
orderDroidStatsLoc(DROID, INT order, STRUCTURESTAT stats, INT x, INT y)
Give a unit an order with stats and a location :
DORDER_BUILD -
build a structure at the location
orderGroup(GROUP, order)
Give all the units in the group an order
orderGroupLoc(GROUP, order, x,y)
Give all the units in the group an order with a location
orderGroupObj(GROUP, order, BASEOBJ)
Give all the units in the group an order with an object
DROID objToDroid(BASEOBJ)
Convert a BASEOBJ to DROID when BASEOBJ.type == OBJ_DROID. Returns NULLOBJECT
otherwise
STRUCTURE objToStructure(BASEOBJ)
Convert a BASEOBJ to STRUCTURE when BASEOBJ.type == OBJ_STRUCTURE. Returns
NULLOBJECT otherwise
FEATURE objToFeature(BASEOBJ)
Convert a BASEOBJ to FEATURE when BASEOBJ.type == OBJ_FEATURE. Returns
NULLOBJECT otherwise
INT random(range)
Return a random number between 0 and range - 1.
flashOn(INT buttonID)
turn on flashing for a button (id's in scriptConstants.txt)
... now works for all buttons not just reticule buttons
flashOff(INT buttonID)
turn off flashing for a button
createAlliance(INT player1, INT player2)
Create an alliance between two players
breakAlliance(INT player1, INT player2)
Breake an alliance between two players
setRadarZoom(INT level)
level is the zoom level between 0 .. 2 on the PC and 0 .. 1 on PSX.
0 is the most zoomed out, 2 the most zoomed in.
2 is mapped to 1 if the script is run on the PSX
centreViewPos(INT x, INT y)
center the view on the world coordinates x,y.
setGroupRetreatForce(GROUP group, INT level)
Sets the percentage of the current force below which units for a side will
retreat
setGroupRetreatLeadership(GROUP group, INT level)
Sets the leadership level (chance to run away) for a player (1-100)
setGroupRetreatPoint(GROUP group, INT x, INT y)
Set the retreat position for a group
setDroidSecondary(DROID droid, INT secondaryOrder, INT secondaryState)
Set the state of a secondary order for a droid (values in scriptConstants.txt)
setGroupSecondary(GROUP group, INT secondaryOrder, INT secondaryState)
Set the state of a secondary order for a group (values in scriptConstants.txt)
setMissionTime(INT time)
used to specify how long an OffWorld mission will last for - used in
conjunction with the
callback CALL_MISSION_TIME so that end conditions can be displayed if the
player has not
managed to finish the mission
If time < 0, there is no limit. time is in 10th of a second
INT missionTimeRemaining()
Returns how long left for the current mission. If the mission time has not
been set it will return 0.
The value returned is in 10ths of a second
setReinforcementTime(INT time)
this defines how long it will take for reinforcements to arrive for an
OffWorld mission
If time < 0, there can be no reinforcements. Time is in 10th of a second.
Set time to LZ_COMPROMISED_TIME to display '--:--' to indicate the Transporter
is unable to land
INT idleGroup(GROUP group)
returns number of units in group not doing anything.
BOOL groupMember(GROUP group, DROID droid)
return whether a unit is a member of a group.
initIterateGroup(GROUP group)
Prepare a group to iterate through the units in it.
DROID iterateGroup(GROUP group)
Get the next unit from the group. Must be called after an initial
initGroupIterate.
To reset a group back to the start call initGroupIterate.
droidLeaveGroup(DROID droid)
Make a unit leave the group it is a member of (if any).
initGetFeature(STRUCTURESTAT, PLAYER,BUCKET)
getFeature(BUCKET)
enumerate features of a single feature type.
PLAYER is the player to use, Only features visible to that player are
returned.
BUCKET is an int of range 0-MAX_PLAYERS(8), so up to 8 feature enumerations
can be going on at any time! (wow)
getFeature returns NULLOBJECT when no more features are visible.
BOOL structButNoWallsInArea(PLAYER, X1,Y1, X2,Y2)
See if there are any player structures excluding walls in an area.
INT numObjectsInArea(PLAYER, X1,Y1, X2,Y2)
Return the number of player objects in an area.
INT numDroidsInArea(PLAYER, X1,Y1, X2,Y2)
Return the number of player units in an area.
INT numStructsInArea(PLAYER, X1,Y1, X2,Y2)
Return the number of player structures in an area.
INT numStructsButNotWallsInArea(PLAYER, X1,Y1, X2,Y2)
Return the number of player structures excluding walls in an area.
randomiseSeed()
Generate a new random seed for the random number generator.
INT numStructsByTypeInArea(PLAYER, TYPE, X1,Y1, X2,Y2)
Return the number of structures of a certain type in an area.
flushConsoleMessages()
Clear all the console messages
BOOL pickStructLocation(STRUCTURESTAT,ref x, ref y, player);
returns true if structure of type strucutrestat can be built at x,y.
If a structure can be built nearby then returns true and modifies x and y
to the coords of acceptable location. Player trying to build - uses this for
the visibility
INT playerPower(INT player)
returns aspower[player].currentPower (players current power)
BOOL seenStructInArea(INT player,INT enemy,BOOL walls,INT x1,INT y1,INT x2,INT
y2)
returns true if player has seen a structure belonging to enemy in area
specified. Call with
walls = true/false to include/exclude walls in the search.
(note similar to StructInArea)
INT distBetweenTwoPoints(INT
x1, INT y1, INT x2, INT y2)
Returns the distance between the two points given.
BOOL losTwoObjects(BASEOBJ source, BASEOBJ target, BOOL wallsMatter)
Decides whether object source can see object target and you can specify
whether
walls matter or not. Note that whilst target can be anything, source needs to
be
something that can actually see - ie - have a sensor like a unit or structure.
Returns TRUE or FALSE
void killStructsInArea(INT player, INT buildingRef (like REF_WALL etc), INT
x1, INT y1,
INT x2, INT y2, BOOL
bSeeEffect, BOOL bTakeFeatures)
Blows up all the buildings of the specified reference within the specified
area.
If bSeeEffect is set, then you'll see it blow up (provided you can see the
building
in question of course).
If bTakeFeatures is et, then it will also kill features of type BUILDING.
Returns 'nowt.
INT getThreatInArea(INT playerLooking, INT playerTarget, INT x1, INT y1, INT
x2, INT y2, INT ldThreat, INT mdThreat, INT hdThreat)
Returns the threat value of all units of a specified player within a certain
area for a specified player.
The user can 'calibrate' this threat value by specifying the relative weights
attached to the threats of
small,medium and heavy units respectively as the last three parameters to this
function. The final boolean
parameter allows the user to say whether they care about whether or not the
units in question are
presently visible.. TRUE means they only add to the threat if PlayerLooking
can see this unit (owned by
playerTarget), FALSE means they add to the threat if even they can't see that
unit.
BOOL getNearestGateway(INT x, INT y, ref rX, ref rY)
Puts the coordinates of the nearest gateway into reference variables rX and
rY. It might not though
if there are no gateways on the present map. So make sure you look at the
return value. If it's FALSE,
then the values in rX and rY will be meaningless - unchanged actually,
assuming the scripting works
this way. Otherwise, they'll be the coordinates of the midpoint of the nearest
gateway.
VOID setWaterTile(INT tileNum)
Sets the tile to use for underwater. Count from the top of the tileset pcx -
presently 17 for arizona.
initIterateCluster(INT clusterID)
get ready to iterate a cluster
BASEOBJ iterateCluster()
return the next object in the cluster or NULLOBJ if none left
cmdDroidAddDroid(DROID commander, DROID droid)
adds the unit droid to the command group of the command unit commander
BOOL testStructureModule(INT playeNumber, ST_STRUCTURE structureToTest, INT
ref)
Returns true if the structure in question has a module attached - presently
the ref id is unused but
could be later on. At the moment it returns true if the structure has _any_
number of modules attached.
If the structure pointer that's sent in is NULL (ie - no structure is
specified), then it'll return
TRUE is _any_ of the player's structures possess _any_ module. In all other
cases, it'll return FALSE.
BOOL addTemplate(TEMPLATE, INT player)
given a template, gives the player the template so that build droid can be
used. At least one
player must have the template.
VOID vanishUnit(DROID droid)
Will remove 'droid' from the world without any graphical hoo ha.
VOID forceDamageObject(BASEOBJ obj, INT damage)
Sets 'obj' to be 'damage' percent damaged. Obj must be a feature,droid or
structure and damage
must be <= 100.
BOOL getGameStatus(INT StatusRequired)
Gets the status of some of the game TRUE/FALSE variables. Can be used to find
if the reticule is up or the
battle map is open, that sort of thing.
e.g.
getGameStatus(STATUS_ReticuleIsOpen); will
return TRUE if the reticule is open (on screen) or FALSE if the reticule is
not (disabled)
or
getGameStatus(STATUS_BattleMapViewEnabled); will
return TRUE if we are in the battle map mode
or
getGameStatus(STATUS_DeliveryResposInProgress); will
return TRUE if we are repositioning the delivery point
these are currently the only two options implemented ... for other game modes
(like design screen or intelligence map modes)
use the externed variable intMode
INT getPlayerColour(INT player)
returns the colour of the player
VOID setPlayerColour(INT colour, INT player)
sets the colour to use for the player specified - colour must be 0 to
(MAX_PLAYERS-1)
DROID takeOverSingleDroid(DROID droidToTakeOver, INT playerToGain)
this replaces the existing droid (droidToTakeOver) by a new one for the
playerToGain.
The new droid is passed back to the script
****Test for NULLOBJECT BEFORE calling this function****
INT takeOverDroidsInArea(INT fromPlayer, INT toPlayer, INT x1, INT y1, INT x2,
INT y2)
x1,y1,x2,y2 are in world units
checks for units belonging to fromPlayer and if they are in the area they are
'given' to the toPlayer
INT takeOverDroidsInAreaExp(INT fromPlayer, INT toPlayer, INT x1, INT y1, INT
x2, INT y2, INT level, INT max)
x1,y1,x2,y2 are in world units
checks for units belonging to fromPlayer and if they are in the area they are
'given' to the toPlayer
if their experience level is less than or equal to level
max specifies the maximum number of units to take over
STRUCTURE takeOverSingleStructure(STRUCTURE structToTakeOver, INT
playerToGain)
this replaces the existing structure (structToTakeOver) by a new one for the
playerToGain.
The new structure is passed back to the script
****Test for NULLOBJECT BEFORE calling this function****
INT takeOverStructsInArea(INT fromPlayer, INT toPlayer, INT x1, INT y1, INT
x2, INT y2)
x1,y1,x2,y2 are in world units
checks for structures belonging to fromPlayer and if they are in the area they
are 'given' to the toPlayer
This will NOT WORK for the selectedPlayer on any Factory. The structure limits
will be increased if necessary
VOID resetStructTargets()
reset the structure preferences
VOID resetDroidTargets()
reset the unit preferences
VOID setStructTarPref(INT type)
set a prefered structure target type, repeated calls combine the effect
VOID setStructTarIgnore(INT type)
set structure target ignore types
VOID setDroidTarPref(INT type)
set prefered unit target types
VOID setDroidTarIgnore(INT type)
set unit target ignore types
STRUCTURE structTargetInArea(INT targetPlayer, INT visibleToPlayer, INT x1,
INT y1, INT x2, INT y2)
get a structure target in an area using the preferences
targetPlayer is the player to choose targets from, visibleToPlayer specifies
the
player that has to be able to see the target or -1 for no visibility check
STRUCTURE structTargetOnMap(INT targetPlayer, INT visibleToPlayer)
get a structure target on the map using the preferences
DROID droidTargetInArea(INT targetPlayer, INT visibleToPlayer, INT x1, INT y1,
INT x2, INT y2)
get a unit target in an area using the preferences
DROID droidTargetOnMap(INT targetPlayer, INT visibleToPlayer)
get a unit target on the map using the preferences
BASEOBJ targetInCluster(INT clusterID, INT visibleToPlayer)
get a target from a cluster using the preferences
VOID fireWeaponAtObj(WEAPON weap, BASEOBJ target)
fire a single shot of the weapon weap at the object target
VOID fireWeaponAtLoc(WEAPON weap, INT x, INT y)
fire a single shot of the weapon weap at the location x,y
BOOL isStructureAvailable(STRUCTURESTAT stat, INT player)
PC ONLY FOR NOW. returns true if structure is available to player, false
otherwise.
BOOL structureComplete(STRUCTURE struct)
PC ONLY FOR NOW. returns true if the structure is completely built.
INT getDroidCount(INT player)
returns the number of units on the current map for the specified player
setDroidKills(DROID droid, INT kills)
sets the number of kills for a unit. currently the level boudaries are:
4, 8, 16, 32, 64, 128, 256, 128
resetPlayerVisibility(INT player)
reset the visibility for a player
VOID resetLimboMission(VOID)
This can only be called mid Limbo Expand mission - the units that were stored
in the
mission list at the start of the mission are added back into the map, and the
mission
type is changed to an Expand Mission.
INT killDroidsInArea(INT x1, INT y1, INT x2, INT y2, INT player)
Kills all the player's units within the area defined. Returns how many it
wiped out.
traceOn() -- view the script debug info to stdout.
traceOff()
BOOL applyLimitSet (void)
Apply the limits set in the structure limits screen.
BOOL isHumanPlayer (INT pl)
Returns true is pl is human.
VOID offerAlliance (INT p1, INT p2)
Make p1 offer p2 an alliance
BOOL allianceExistsBetween (INT p1 , INT p2)
True if alliance exists between p1 and p2.
VOID skDoResearch{ STRUCTURE str , INT pl , INT bias)
Make player pl do some research with structure str.
BASEOBJECT skLocateEnemy( INT
pl)
Return a baseobject of interest belonging to player pl.
BOOL skCanBuildTemplate{ INT
pl, STRUCTURE str, TEMPLATE tem)
True when player pl can build design tem with structure str.
BOOL skVtolEnableCheck{ INT pl)
True when player pl is actively using vtols.
INT skGetFactoryCapacity(
STRUCTURE str)
Return the capacity of factory str.
VOID skDifficultyModifier( INT
pl)
Apply the frontend slider settings to player pl.
BOOL skDefenseLocation (ref INT
x , ref INT y , STRUCTURESTAT defenceStat, STRUCTURESTAT wallstat, DROID unit,
INT player} },
Given a starting x and y, make unit ‘unit’ belonging to ‘player’ build
either a ‘defenceStat’ or a row of ‘wallStat’s. returns
Modified x and y’s.
VOID skFireLassat {INT pl,
BASEOBJECT obj)
Fire lassat of player pl’s at object obj.
SCRIPT FUNCTION CONSTANTS
These values are used to represent numbers that are constant throughout the
game.
BUTTONID - these values are used when a particular reticule button needs to be
identified
OPTIONS -
NOTE - this currently references the command button
CANCEL
BUILD
MANUFACTURE
RESEARCH
INTELMAP
DESIGN
COMMAND
- When flashing an icon - with scrFlashOn() scrFlashOff()
you can additional use
IDRET_OPTIONS,
IDRET_CANCEL,
IDRET_BUILD,
IDRET_MANUFACTURE,
IDRET_RESEARCH,
IDRET_INTEL_MAP,
IDRET_DESIGN,
IDRET_COMMAND,
IDDES_TEMPLSTART,
IDDES_SYSTEMBUTTON,
IDDES_BODYBUTTON,
IDDES_PROPBUTTON,
MESSAGETYPE - these values are used when a type of message needs to be
identified
RES_MSG
CAMP_MSG
MISS_MSG
PROX_MSG
NULLOBJECT - used to check that a BASEOBJECT has been assigned by a function
NULLTEMPLATE - used to check that a TEMPLATE has been assigned by a function
NULLSTAT - used to check that a BASESTAT has been assigned by a function
BARBARIAN1 - this can used to represent enemy1 (PC:player 6, PSX:player2)
BARBARIAN2 - this can used to represent enemy2 (PC:player 7, PSX:player3)
MISSIONTYPE - these values are used when a type of mission needs to be
identified
CAMP_START - used for the starting point of a campaign
CAMP_EXPAND - used to expand a current campaign map
OFF_KEEP - used to load up an off world map, but keeping access to factories
and
research facilities back at
home base
OFF_CLEAR - used to load up an off world map, but having no access to home
base
LZ_COMPROMISED_TIME - value to set the reinforcement time with to display
'--:--' when
the
Transporter is unable to land
Droid Orders
DORDER_NONE -
no order assigned
DORDER_STOP -
stop current order
DORDER_RETREAT -
retreat
DORDER_DESTRUCT -
self destruct
DORDER_RTR -
return to repair
DORDER_RTB -
return to base
DORDER_RUN -
run away for a bit (moral failure)
DORDER_MOVE -
move to location
DORDER_ATTACK -
attack the object
DORDER_HELPBUILD -
help construct the object
DORDER_DEMOLISH -
demolish structure
DORDER_REPAIR -
repair structure
DORDER_OBSERVE -
(sensor units) keep a target in sensor range
DORDER_EMBARK -
get onto a transporter
DORDER_FIRESUPPORT -
follow this sensor unit and attack anything it DORDER_OBSERVE's
DORDER_SCOUT -
same as move, but stop if enemy units are encountered.
Unit secondary orders
DSO_ATTACK_RANGE
DSO_REPAIR_LEVEL
DSO_ATTACK_LEVEL
DSO_RECYCLE,
DSO_PATROL, //
patrol between current pos and next move target
DSO_HALTTYPE, //
what to do when stopped
DSO_RETURN_TO_LOC, //
return to various locations
Unit secondary states
DSS_ARANGE_SHORT
DSS_ARANGE_LONG
DSS_ARANGE_DEFAULT
DSS_REPLEV_LOW //Medium
Damage Taken
DSS_REPLEV_HIGH //Heavy
Damage Taken
DSS_REPLEV_NEVER //Never
Repair
DSS_ALEV_ALWAYS
DSS_ALEV_ATTACKED
DSS_ALEV_NEVER
DSS_PATROL_SET (0
to clear)
DSS_HALT_HOLD
DSS_HALT_GUARD
DSS_HALT_PERSUE
DSS_RECYCLE_SET (0
to clear)
DSS_RTL_REPAIR (0
to clear)
DSS_RTL_BASE (0
to clear)
DSS_RTL_TRANSPORT (0
to clear)
Button ID's
IDRET_OPTIONS //
option button
IDRET_BUILD //
build button
IDRET_MANUFACTURE //
manufacture button
IDRET_RESEARCH //
research button
IDRET_INTEL_MAP //
intelligence map button
IDRET_DESIGN //
design units button
IDRET_CANCEL //
central cancel button
Unit types
DROID_WEAPON, //
Weapon unit
DROID_SENSOR, //
Sensor unit
DROID_ECM, //
ECM unit
DROID_CONSTRUCT, //
Constructor unit
DROID_PERSON, //
person
DROID_CYBORG, //
cyborg-type thang
DROID_TRANSPORTER, //
guess what this is!
DROID_COMMAND, //
Command unit
DROID_REPAIR, //
Repair Unit
Structure types
REF_HQ,
REF_FACTORY,
REF_FACTORY_MODULE,//draw as
factory 2
REF_POWER_GEN,
REF_POWER_MODULE,
REF_RESOURCE_EXTRACTOR,
REF_DEFENSE,
REF_WALL,
REF_WALLCORNER, //corner
wall - no gun
REF_RESEARCH,
REF_RESEARCH_MODULE,
REF_REPAIR_FACILITY,
REF_COMMAND_CONTROL, //control
centre for command units
REF_CYBORG_FACTORY,
REF_VTOL_FACTORY,
REF_REARM_PAD,
REF_MISSILE_SILO,
Multiplayer Game Types
SKIRMISH
DMATCH
CAMPAIGN
TEAMPLAY
MultiPlayer Base Configurtations
CAMP_CLEAN //
build units only
CAMP_BASE //
small base
CAMP_WALLS //
defensive base.
Cursor Mode (possible values of cursorType)
IMAGE_CURSOR_SELECT,
IMAGE_CURSOR_ATTACK,
IMAGE_CURSOR_MOVE,
IMAGE_CURSOR_JAM,
IMAGE_CURSOR_PICKUP,
IMAGE_CURSOR_DEFAULT,
IMAGE_CURSOR_SEEKREPAIR,
IMAGE_CURSOR_BUILD,
IMAGE_CURSOR_GUARD,
IMAGE_CURSOR_BRIDGE,
IMAGE_CURSOR_ATTACH,
IMAGE_CURSOR_LOCKON,
IMAGE_CURSOR_FIX,
IMAGE_CURSOR_EMBARK,
Game mode - possible values for intMode external variable
INT_NORMAL, //
Standard mode (just the reticule)
INT_OPTION, //
Option screen
INT_EDITSTAT, //
Stat screen up for placing objects
INT_EDIT, //
Edit mode
INT_OBJECT, //
Object screen
INT_STAT, //
Object screen with stat screen
INT_CMDORDER, //
Object screen with command units and orders screen
INT_DESIGN, //
Design screen
INT_INTELMAP, //
Intelligence Map
INT_ORDER,
INT_INGAMEOP, //
in game options.
INT_TRANSPORTER,
//Loading/unloading a Transporter
INT_MISSIONRES, //
Results of a mission display.
INT_MULTIMENU, //
multiplayer only, player stats etc...
Possible options for getGameStatus()
STATUS_ReticuleIsOpen //
returns true is the reticule is open
STATUS_BattleMapViewEnabled //
returns true if we are in battlemap mode
Possible values for targetedObjectType
MT_TERRAIN,
MT_RESOURCE,
MT_BLOCKING,
MT_RIVER,
MT_TRENCH,
MT_OWNSTRDAM,
MT_OWNSTROK,
MT_OWNSTRINCOMP,
MT_REPAIR,
MT_REPAIRDAM,
MT_ENEMYSTR,
MT_TRANDROID,
MT_OWNDROID,
MT_OWNDROIDDAM,
MT_ENEMYDROID,
MT_COMMAND,
MT_ARTIFACT,
MT_DAMFEATURE,
MT_SENSOR,
MT_WRECKFEATURE,
Structure Target preference types
ST_HQ =
1,
ST_FACTORY =
2,
ST_POWER_GEN =
4,
ST_RESOURCE_EXTRACTOR = 8,
ST_WALL =
16,
ST_RESEARCH =
32,
ST_REPAIR_FACILITY =
64,
ST_COMMAND_CONTROL =
128,
ST_CYBORG_FACTORY =
256,
ST_VTOL_FACTORY =
512,
ST_REARM_PAD =
1024,
ST_SENSOR =
2048,
ST_DEF_GROUND =
4096,
ST_DEF_AIR =
8192,
ST_DEF_IDF =
16384,
ST_DEF_ALL =
28672, - ground/air/idf
structures
Unit target preference types
// turret types
DT_COMMAND =
1,
DT_SENSOR =
2,
DT_CONSTRUCT =
4,
DT_REPAIR =
8,
DT_WEAP_GROUND =
16,
DT_WEAP_AIR =
32,
DT_WEAP_IDF =
64,
DT_WEAP_ALL =
112, -
ground/air/idf units
// body types
DT_LIGHT =
128,
DT_MEDIUM =
256,
DT_HEAVY =
512,
DT_SUPER_HEAVY =
1024, -
transporter only
// propulsion
DT_TRACK =
2048,
DT_HTRACK =
4096,
DT_WHEEL =
8192,
DT_LEGS =
16384,
DT_GROUND =
30720,
DT_VTOL =
32768,
DT_HOVER =
65536, - any ground propulsion
SCRIPT FUNCTION EXTERNALS
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.
mapWidth - (get) - field to hold the width of the map
mapHeight - (get) - field to hold the height of the map
gameInitialised - (get) flag to specify when all initialisation has been
performed for the game - use it in place of a bool ie can be considered to
equal true or false
selectedPlayer - (get) field to hold the currently selected player
gameTime - (get) the current time in the game (in 1/10 sec)
multiPlayerGameType - (get)
the type of multiplayer game underway.
multiPlayerMaxPlayers - max
number of human players in this game.(see constants for return values)
multiPlayerBaseType - campaign
game base type. (see constants for return values)
scrollX - (get/set) field to
hold the starting x coordinate where the player can scroll
scrollY - (get/set) field to hold the starting y coordinate where the player
can scroll
scrollWidth - (get/set) field to hold the width the player can scroll
scrollHeight - (get/set) field to hold the height the player can scroll
cursorType - (get) - Gets the current mode that the cursor is in (e.g.
IMAGE_CURSOR_BUILD ... see scriptConstant.txt)
intMode -
(get) -
Get the current game mode (e.g. INT_DESIGN when the design screen is active)
... see scriptConstant.txt)
targetedObjectType - (get) - The type of the object currently under the cursor
(one of MT_... see scriptconstants.txt)
BOOL extraVictoryFlag - use to
mark additional victory conditions have been met - reset to FALSE at start of
each level
BOOL
extraFailFlag -
use to mark additional failure conditions have been met - reset to FALSE at
start of each level
GameLevel (get/set) – set single player difficulty.
SCRIPT FUNCTION CALLBACKS
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.
CALL_GAMEINIT - this is triggered when the game has initialised
CALL_DROIDDESIGNED - this is triggered when the player saves a template design
CALL_RESEARCHCOMPLETED - this is triggered when a research topic is complete -
major or minor
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
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.
Tutorial Callbacks
CALL_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 only
CALL_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.