Difference between revisions of "Script commands"
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{| style="width: 100%; background-color: transparent; text-align: left;" | {| style="width: 100%; background-color: transparent; text-align: left;" | ||
! style="width: 33%" | | ! style="width: 33%" | | ||
− | *[[Ceil | + | *[[Ceil]] |
− | *[[Cos | + | *[[Cos]] |
− | *[[Exp | + | *[[Exp]] |
− | *[[Floor | + | *[[Floor]] |
− | *[[Log | + | *[[Log]] |
− | *[[Max | + | *[[Max]] |
− | *[[Min | + | *[[Min]] |
− | *[[Not | + | *[[Not]] |
− | *[[Pow | + | *[[Pow]] |
− | *[[Rnd | + | *[[Rnd]] |
− | *[[Round | + | *[[Round]] |
− | *[[Sin | + | *[[Sin]] |
− | *[[Sqrt | + | *[[Sqrt]] |
− | *[[Col | + | *[[Col]] |
− | *[[CHeat | + | *[[CHeat]] |
− | *[[CPlanck | + | *[[CPlanck]] |
− | *[[CInv | + | *[[CInv]] |
− | *[[CAdd | + | *[[CAdd]] |
− | *[[CAdda | + | *[[CAdda]] |
− | *[[CMul | + | *[[CMul]] |
− | *[[CLerp | + | *[[CLerp]] |
! style="width: 33%" | | ! style="width: 33%" | | ||
*[[CBrig]] | *[[CBrig]] | ||
Line 355: | Line 355: | ||
===Tactics=== | ===Tactics=== | ||
+ | {| style="width: 100%; background-color: transparent; text-align: left;" | ||
+ | ! style="width: 33%" | | ||
+ | *[[NumShooters]] | ||
+ | *[[IsShot]] | ||
+ | *[[EverShot]] | ||
+ | *[[EnableEvacBoats]] | ||
+ | *[[EnableUnit]] | ||
+ | *[[GetDefense]] | ||
+ | *[[SendCommand]] | ||
+ | *[[SetFlakTargets]] | ||
+ | *[[obj:tAwayFrom]] | ||
+ | *[[obj:tAwayFromIntensity]] | ||
+ | ! style="width: 33%" | | ||
+ | *[[obj:tClearAway]] | ||
+ | *[[obj:tClearAwayAll]] | ||
+ | *[[obj:tClearCommand]] | ||
+ | *[[obj:tClearFire]] | ||
+ | *[[obj:tClearForbid]] | ||
+ | *[[obj:tClearGuard]] | ||
+ | *[[obj:tClearTerritory]] | ||
+ | *[[obj:tDamage]] | ||
+ | *[[obj:tDamageRecalc]] | ||
+ | *[[obj:tDange]] | ||
+ | ! style="width: 33%; vertical-align: top;" | | ||
+ | *[[obj:tDangerBase]] | ||
+ | *[[obj:tAutoEnergyMode]] | ||
+ | *[[obj:tEnergyMode]] | ||
+ | *[[obj:tEngineMode]] | ||
+ | *[[obj:tFireTo]] | ||
+ | *[[obj:tGuard]] | ||
+ | *[[obj:tPlayerControl]] | ||
+ | *[[obj:tRequestFirstHitEvent]] | ||
+ | *[[obj:tSetForbid]] | ||
+ | |} | ||
===Movement and territory=== | ===Movement and territory=== | ||
+ | {| style="width: 100%; background-color: transparent; text-align: left;" | ||
+ | ! style="width: 33%" | | ||
+ | *[[ClearOrient]] | ||
+ | *[[ClearLongRangeDir]] | ||
+ | *[[CloseAbs]] | ||
+ | *[[CloseOff]] | ||
+ | *[[CloseShip]] | ||
+ | *[[DeactivateEngine]] | ||
+ | *[[Distance]] | ||
+ | *[[EnableDodge]] | ||
+ | *[[EnableFortPass]] | ||
+ | *[[ForceOrient]] | ||
+ | ! style="width: 33%;" | | ||
+ | *[[InArea]] | ||
+ | *[[LongRangeArrive]] | ||
+ | *[[PutShip]] | ||
+ | *[[PutShipRel]] | ||
+ | *[[Range]] | ||
+ | *[[SetAbsSpeed]] | ||
+ | *[[SetGlobalSpeedFactor]] | ||
+ | *[[SetLongRangeDir]] | ||
+ | *[[SetMicroJumpArea]] | ||
+ | *[[SetSpeedFactor]] | ||
+ | ! style="width: 33%; vertical-align: top;" | | ||
+ | *[[SetTerrArea]] | ||
+ | *[[SetTerritory]] | ||
+ | *[[ShipGoRound]] | ||
+ | *[[obj:tClearMove]] | ||
+ | *[[obj:tGetMaxVelocity]] | ||
+ | *[[obj:tGetVelocity]] | ||
+ | *[[obj:tMoveTo]] | ||
+ | *[[obj:tMoveToIntensity]] | ||
+ | *[[obj:tSetTerritory]] | ||
+ | |} | ||
===Devices and weapons=== | ===Devices and weapons=== | ||
+ | {| style="width: 100%; background-color: transparent; text-align: left;" | ||
+ | ! style="width: 33%" | | ||
+ | *[[ActivateDevice]] | ||
+ | *[[ActivateDeviceType]] | ||
+ | *[[CanPenetrate]] | ||
+ | *[[DeleteDevice]] | ||
+ | *[[DeviceFocused]] | ||
+ | *[[EnableDevice]] | ||
+ | *[[EnableActivateEvents]] | ||
+ | *[[EnableMechaEmitShip]] | ||
+ | *[[FocusDevice]] | ||
+ | ! style="width: 33%;" | | ||
+ | *[[GetDevices]] | ||
+ | *[[GetDevScanned]] | ||
+ | *[[HasDevType]] | ||
+ | *[[InSet]] | ||
+ | *[[InstallDevice]] | ||
+ | *[[LoadWeapon]] | ||
+ | *[[Purpose]] | ||
+ | *[[SetDevScanned]] | ||
+ | *[[SetPrecision]] | ||
+ | ! style="width: 33%; vertical-align: top;" | | ||
+ | *[[SetRepairFactor]] | ||
+ | *[[SetScanned]] | ||
+ | *[[TargetWeapon]] | ||
+ | *[[TransferDevice]] | ||
+ | *[[TransferSquadron]] | ||
+ | *[[WeaponDamage]] | ||
+ | *[[WeaponMode]] | ||
+ | |} | ||
===Detection=== | ===Detection=== | ||
+ | {| style="width: 100%; background-color: transparent; text-align: left;" | ||
+ | ! style="width: 33%" | | ||
+ | *[[DetectEnable]] | ||
+ | *[[FreezeReconState]] | ||
+ | *[[GetDetected]] | ||
+ | *[[GetIdentified]] | ||
+ | *[[GetScanned]] | ||
+ | ! style="width: 33%; vertical-align: top;" | | ||
+ | *[[HideShip]] | ||
+ | *[[IdentEnable]] | ||
+ | *[[MakeFullyKnown]] | ||
+ | *[[ScanEnable]] | ||
+ | *[[SetDetected]] | ||
+ | ! style="width: 33%; vertical-align: top;" | | ||
+ | *[[SetDetectedFaded]] | ||
+ | *[[SetDevScanned]] | ||
+ | *[[SetIdentified]] | ||
+ | *[[SetMisidentified]] | ||
+ | *[[UnhideShip]] | ||
+ | |} | ||
===Formations=== | ===Formations=== | ||
+ | {| style="width: 100%; background-color: transparent; text-align: left;" | ||
+ | ! style="width: 33%" | | ||
+ | *[[EndFormation]] | ||
+ | *[[PutFormationWings]] | ||
+ | *[[StartFormation]] | ||
+ | ! style="width: 33%; vertical-align: top;" | | ||
+ | *[[obj:tClearFollow]] | ||
+ | *[[obj:tClearFormation]] | ||
+ | *[[obj:tFollow]] | ||
+ | ! style="width: 33%; vertical-align: top;" | | ||
+ | *[[obj:tSetFormation]] | ||
+ | |} | ||
==Campaign script commands== | ==Campaign script commands== |
Latest revision as of 10:20, 1 May 2013
This aims to be a complete listing of all the script commands available while editing Nexus - The Jupiter Incident files. It is sorted using the same structure as the official modding documentation, that has been included in the game. If you're looking for more info about a particular command, then click on it and read the detailed description.
Contents
Script structure commands
Structure
Variable manager
Selection
Event handling
Statemachine
Multiplay
Mission script commands
Scene
Jump
Operations of races
Messages and postings
Camera handling
General
Tactics
Movement and territory
Devices and weapons
Detection
Formations
Campaign script commands
These commands are being used by the story rules located in universe/story/rules. They control progression in the campaign and connect the individual missions to one another.