Delay
Delay (_UID, time, command, variable_set);
- The ’command’ is carried out after ’time’ seconds. If possible, don’t use this for delay in state-machine, rather make a temporary state, in which the delayed operation is done by its tick part (the delay can be given in the Tick), and it changes state immediately.
In the Delay and When functions (because of technical reasons) the unique identifier must be given (’_UID’, arbitrary string) that can occur only once in a ruleset. If you tried to use it several times, than the reader will signal error. It is recommendable to start the ’_UID’ arbitrary string with a ’_’ character, because this will make it easier to read in the debug text. You can write 0 instead of UID, then the identifier will be generated automatically. You can only give an identifier this way, if there might be a chance that the event has to be stopped early (with ClearTimer), WHICH MEANS NEVER, or if you want to make the event easily findable, from debug point of view.
Script structure commands
Structure
Choose - ChooseFirst - Delay - If - IsValid - When - While
Variable manager
Ceil - Cos - Exp - Floor - Log - Max - Min - Not - Pow - Rnd - Round - Sin - Sqrt - Col - CHeat - CPlanck - CInv - CAdd - CAdda - CMul - CLerp - CBrig - CEqu - GetVal - IsName - Rot - V2Rot - R2Vec - Requ - RNull - SLen - SCat - SSub - SNum - SNumPad - SCmp - SiCmp - Set - SetVal - XfIdent - XfTran - XfRotX - XfRotY - XfRotZ - XfRot - XfScale - XfInv - XfTran - XfMul - Vec - VNull - VRandomOrth - VLen - VSqLen - VNorm - VNeg - VAdd - VSub - VMul - VDot - VCross - VEqu - VXform
Selection
AddItem - AddList - AllNum - Copy - CopyIf - DeleteSelect - Deselect - Dim - Empty - ExecList - obj:Colony - FindUnder - FirstNotScanned - GetFreeSel - GetN - IndexOf - InSelection - MaxList - NumOf - Pick - PickFirst - PickMax - PickN - RemoveFirst - RemoveItem - Select - SelectBoats - SelectDevices - SelectEx - SelectShips - SelWeightMul - SetN -SubList
Event handling
Call - ClearTimer - Disable - Enable - EventEx - LocalEvent - MEvent - PEvent - Return - RootEvent - Timer - StartTimer - UCall - UEvent - UTimer - EnableGUIEvents - RequestFiredEvent - obj:tRequestCriticalDamageEvent - obj:tRequestDetectionEvent - obj:tRequestEnergyOnMax - obj:tRequestNoShipsInRangeEvent - obj:tRequestOverforceEvent - obj:tRequestShipInRangeEvent
Statemachine
ChangeState - ChangeTick - GetMachine - IsInState - LeaveState
Multiplay
MpGameOver - MpGetPlayer - MpGetPlayerCount - MpGetPlayerKills - MpGetPlayerGain - MpGetTeamKills - MpGetTeamGain - MpGetTeamRace - MpGetWinningCondition - MpGetWinningConditionParam - MpHoldPrepare - MpHoldPrepare - MpIsIndividual - MpIsPlayerValid - MpEnableJumpIn - MpEnableJumpOut - MpSetDead - MpSetTeamGain - MpSetPlayerGain - MpSetWinnerTeam - MpSetWinnerPlayer - MpSpawnPoint - SetSceneRadius