syntax:
(shpGetMaxspeed ship)
(shpGetThrust ship)
(shpSetMaxspeed ship number)
(shpSetThrust ship number)
argument list:
ship: The shipclass you want to change the paramenters
number: the value of thrust or maxspeed you want to change.
Description:
This would be cool for creating a space racing subgame (as requested/suggested many times), maybe using the arena walls to define a closed circuit.
You dock with the spaceship tuning station and install a new engine or modify it (only for the race of course and for a high price)
Moreover this could be used for temporary speed burst with a new consumable device or to temporary change speed of ships trying to escape from you during missions (bounty killer missions? retrieve-that-stolen-item mission? tag races?)
PS: I know that Thrust can be already changed, but there aren't functions to manipulate it directly into code and for arbitrary shipclasses (AFAIK, lol)
New functions
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
Syntax:
(sysStopMusic)
Argument list:
none?
Description:
stop the playing music, just noticed that when i invoke the neuros for playing music 2 times, the the 2 songs are played at the same time.
It will be useful also for music change, when accepting missions, when enetering Charon or Heretic ?, when finishing succesfully a mission or failing it, when entering the dockscren of stations play ambient music (music for the hotel, for the pub, disco or residentials or stations wrecks )
(sysStopMusic)
Argument list:
none?
Description:
stop the playing music, just noticed that when i invoke the neuros for playing music 2 times, the the 2 songs are played at the same time.
It will be useful also for music change, when accepting missions, when enetering Charon or Heretic ?, when finishing succesfully a mission or failing it, when entering the dockscren of stations play ambient music (music for the hotel, for the pub, disco or residentials or stations wrecks )
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
Syntax:
(scrWait screen number)
Argument list:
screen: The screen you want to wait on.
number: How long you want to wait.
Description:
Waits on the screen for the given amount of time.
why I want this is because it would be nice to have timed text like an auction house or being led down a corridor.
(scrWait screen number)
Argument list:
screen: The screen you want to wait on.
number: How long you want to wait.
Description:
Waits on the screen for the given amount of time.
why I want this is because it would be nice to have timed text like an auction house or being led down a corridor.
Crying is not a proper retort!
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
Syntax:
(plyGetDestroyedShips player)
Argument list:
player: The player
Description:
Returns the number of ships destroyed by the player (the same counter displayed when you die or finish the game?).
Can be used to introduce a leveling system, with weapons and items that will autoupgrade when the required number of destroyed ships is reached.
Or it can be used to introduce a player level system, the enemy ships that the player will face will be dependent of the system level and the player level (and player rank in missions, where applicable)
(plyGetDestroyedShips player)
Argument list:
player: The player
Description:
Returns the number of ships destroyed by the player (the same counter displayed when you die or finish the game?).
Can be used to introduce a leveling system, with weapons and items that will autoupgrade when the required number of destroyed ships is reached.
Or it can be used to introduce a player level system, the enemy ships that the player will face will be dependent of the system level and the player level (and player rank in missions, where applicable)
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
Syntax:
(objAddConditionalEvent spaceObject function string)
Argument list:
spaceObject: The object you want the event on.
function: The function you want evaluated often. If it returns True when evaluated the event named by the string is run.
string: The name of the event to be called when the function is evaluated to true.
description:
When the function is evaluated to true it runs the event named by the string.
The reason why I would like this is because you can modify ship/station behavior dependent on various things like how much hp the armor has (use a patch if too low) or if you have valuables you would be more likely to run for the gate.
(objAddConditionalEvent spaceObject function string)
Argument list:
spaceObject: The object you want the event on.
function: The function you want evaluated often. If it returns True when evaluated the event named by the string is run.
string: The name of the event to be called when the function is evaluated to true.
description:
When the function is evaluated to true it runs the event named by the string.
The reason why I would like this is because you can modify ship/station behavior dependent on various things like how much hp the armor has (use a patch if too low) or if you have valuables you would be more likely to run for the gate.
Crying is not a proper retort!
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
Syntax:
(ObjHoldFire spaceObject conditional [number])
Argument list:
spaceObject: The spaceobject you want to make it stop firing completely
condition: true to make it stop firing, Nil to resume standard behaviour
[number]: optional timer.
description:
Could be used for cinematics ingame, or for scripted events.
----------------------------------------------
Syntax:
(objFireTo spaceobject spaceobject)
Argument list:
spaceObject: the spaceobject you want to force shooting, overriding the sovereigns.
spaceObject: The spaceobject you want to be shot.
description:
The fisrt spaceobject will start shooting the second.
Again could be used in cinematics, in scipted events.
Examples:
I was thinking that those functions could be interesting to create a new kind of cube for luminous (luminous ship will start shooting on another luminous ship)
Or scripted rendevouz between ships of 2 different sovereigns that can evolve in a fight (resetting the holdfire) or in other diplomacy events, depending on the player actions.
Examples of this kind of duels could be: deep space duels, diplomatic encounters between commonwealth and ares (keeping commonwealth in green and ares in red in the HUD, so no change in the sovereign dispositions), spectators at the battle arena.
(ObjHoldFire spaceObject conditional [number])
Argument list:
spaceObject: The spaceobject you want to make it stop firing completely
condition: true to make it stop firing, Nil to resume standard behaviour
[number]: optional timer.
description:
Could be used for cinematics ingame, or for scripted events.
----------------------------------------------
Syntax:
(objFireTo spaceobject spaceobject)
Argument list:
spaceObject: the spaceobject you want to force shooting, overriding the sovereigns.
spaceObject: The spaceobject you want to be shot.
description:
The fisrt spaceobject will start shooting the second.
Again could be used in cinematics, in scipted events.
Examples:
I was thinking that those functions could be interesting to create a new kind of cube for luminous (luminous ship will start shooting on another luminous ship)
Or scripted rendevouz between ships of 2 different sovereigns that can evolve in a fight (resetting the holdfire) or in other diplomacy events, depending on the player actions.
Examples of this kind of duels could be: deep space duels, diplomatic encounters between commonwealth and ares (keeping commonwealth in green and ares in red in the HUD, so no change in the sovereign dispositions), spectators at the battle arena.
Last edited by digdug on Tue Mar 04, 2008 1:08 pm, edited 1 time in total.
Syntax:
(shpEnableDevice ship device)
Argument list:
ship: the ship you want devices enabled, probably just the playership
device: the device to be enabled
description: returns true if successful, nil if otherwise,
enables the selected device, useful for the player ship to enable multiple devices at once
Syntax:
(shpDisableDevice ship device)
Argument list:
ship: the ship you want devices disabled, probably just the playership
device: the device to be disabled
description: returns true if successful, nil if otherwise,
enables the selected device, useful for the player ship to disable multiple devices at once
Syntax:
(shpDeviceIsEnabled ship device)
Argument list:
ship: the ship the devices is on, probably just the playership
device: the device you want to determine if is enabled or disabled
Description: returns true if the device is enabled, nil if it is disabled,
determines whether or not the selected device is enabled or disabled, useful for intelligent enabling/disabling of devices using above two functions.
Example:
a "circuit breaker" device that can be used to enable all devices, disable all power hungry devices, disable shield(if no enemies), enable shield(if enemies are near automatically), all quickly or automatically with a recurring event.
(shpEnableDevice ship device)
Argument list:
ship: the ship you want devices enabled, probably just the playership
device: the device to be enabled
description: returns true if successful, nil if otherwise,
enables the selected device, useful for the player ship to enable multiple devices at once
Syntax:
(shpDisableDevice ship device)
Argument list:
ship: the ship you want devices disabled, probably just the playership
device: the device to be disabled
description: returns true if successful, nil if otherwise,
enables the selected device, useful for the player ship to disable multiple devices at once
Syntax:
(shpDeviceIsEnabled ship device)
Argument list:
ship: the ship the devices is on, probably just the playership
device: the device you want to determine if is enabled or disabled
Description: returns true if the device is enabled, nil if it is disabled,
determines whether or not the selected device is enabled or disabled, useful for intelligent enabling/disabling of devices using above two functions.
Example:
a "circuit breaker" device that can be used to enable all devices, disable all power hungry devices, disable shield(if no enemies), enable shield(if enemies are near automatically), all quickly or automatically with a recurring event.
Syntax:
(sovGetDisposition soverign soverign)
Argument list:
sovereign: The unid of the sovereign who's disposition you want to get.
sovereign: The unid of the sovereign that the first one queries its disposition about.
Returns: 0 if the first sovereign's disposition towards the second sovereign is enemy, 1 if not.
Would be very useful if someone wanted to mess around with sovereign dispositions a lot in a mod. Otherwise one would have to make a global that keeps track of all that information.
(sovGetDisposition soverign soverign)
Argument list:
sovereign: The unid of the sovereign who's disposition you want to get.
sovereign: The unid of the sovereign that the first one queries its disposition about.
Returns: 0 if the first sovereign's disposition towards the second sovereign is enemy, 1 if not.
Would be very useful if someone wanted to mess around with sovereign dispositions a lot in a mod. Otherwise one would have to make a global that keeps track of all that information.
Syntax:
(objSetImmutabillity spaceobj boolean)
Argument list:
spaceobj: the space object you want to effect
Boolean: 1 if you want the object to become immutable, 0 if you want the object to become not immutable.
Returns: -1 on failure, 0 if there is no change in immutability, 1 if there is a change in immutability.
Makes individual objects immutable or not. Useful for missions if you don't want an object to be destroyable until a certain condition is met.
Syntax:
(objGetImmutabillity spaceobj)
Argument list:
spaceobj: the space object you want to receive immutability information from.
Returns: 0 if the station is not immutable, 1 if the station is immutable.
Useful if you are playing around with immutability.
Syntax:
(StaSetFrequency sta frequency)
Argument list:
itm: the unid of the type of station you want to effect.
value: Similar to xml:
Returns: 0 on failure, 1 on success.
Makes individual objects immutable or not. Useful for missions if you don't want an object to be destroyable until a certain condition is met.
Syntax:
(staGetFrequency sta)
Argument list:
sta: the unid of the type of item you want to get the frequency for.
Returns: a string representing the the frequency of the station.
Useful if you are changing station frequency.
Syntax:
(itmSetFrequency itm value)
Argument list:
itm: the unid of the type of item you want to effect.
value: Similar to xml:
Returns: 0 on failure, 1 on success.
Sets the frequency for a type of item
Syntax:
(itmGetFrequency itm)
Argument list:
itm: the unid of the type of item you want to get the frequency for.
Returns: a string representing the frequency of the item.
Useful if you are changing item frequency.
While I am not working on a mod for these, I have an idea that involves this kind of stuff.
(objSetImmutabillity spaceobj boolean)
Argument list:
spaceobj: the space object you want to effect
Boolean: 1 if you want the object to become immutable, 0 if you want the object to become not immutable.
Returns: -1 on failure, 0 if there is no change in immutability, 1 if there is a change in immutability.
Makes individual objects immutable or not. Useful for missions if you don't want an object to be destroyable until a certain condition is met.
Syntax:
(objGetImmutabillity spaceobj)
Argument list:
spaceobj: the space object you want to receive immutability information from.
Returns: 0 if the station is not immutable, 1 if the station is immutable.
Useful if you are playing around with immutability.
Syntax:
(StaSetFrequency sta frequency)
Argument list:
itm: the unid of the type of station you want to effect.
value: Similar to xml:
Code: Select all
levelFrequency= "----- ----- ------ ----- -----"
Makes individual objects immutable or not. Useful for missions if you don't want an object to be destroyable until a certain condition is met.
Syntax:
(staGetFrequency sta)
Argument list:
sta: the unid of the type of item you want to get the frequency for.
Returns: a string representing the the frequency of the station.
Useful if you are changing station frequency.
Syntax:
(itmSetFrequency itm value)
Argument list:
itm: the unid of the type of item you want to effect.
value: Similar to xml:
Code: Select all
frequency= "value"
Sets the frequency for a type of item
Syntax:
(itmGetFrequency itm)
Argument list:
itm: the unid of the type of item you want to get the frequency for.
Returns: a string representing the frequency of the item.
Useful if you are changing item frequency.
While I am not working on a mod for these, I have an idea that involves this kind of stuff.
Syntax:
(objFixParalyzed spaceObject)
Argument list:
spaceObj: the ship you want to make not paralyzed
description: the opposite of objMakeParalyzed, similar to shpFixblindness except for the stun effect. it makes the selected ship stop spinning in circles emp'd and out of control and makes it useful again.
EDIT: also
Syntax:
(shpMakeBlindLRS ship number)
Argument list:
ship: the ship(probably just the player) you want to blind lrs
number: the number of ticks to stay in effect
description: creates an effect on the player ship of blinding the lrs as if he/she was in a nebula for the specified amount of time, when applied to an enemies, they would not notice the player until the player is in visual range(excluding b-liners).
a (shpFixBlindLRS ship) would be nice to undo the above
(objFixParalyzed spaceObject)
Argument list:
spaceObj: the ship you want to make not paralyzed
description: the opposite of objMakeParalyzed, similar to shpFixblindness except for the stun effect. it makes the selected ship stop spinning in circles emp'd and out of control and makes it useful again.
EDIT: also
Syntax:
(shpMakeBlindLRS ship number)
Argument list:
ship: the ship(probably just the player) you want to blind lrs
number: the number of ticks to stay in effect
description: creates an effect on the player ship of blinding the lrs as if he/she was in a nebula for the specified amount of time, when applied to an enemies, they would not notice the player until the player is in visual range(excluding b-liners).
a (shpFixBlindLRS ship) would be nice to undo the above
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
syntax:
(shpInstallDevice ship expression [condition] [condition] [number] [number] [number] [number])
argument list:
ship: The ship that you want install the device on.
expression: Can take a item struct or an item list pointer. The device to install.
[condition] = if True the weapon is installed as omnidirectional
[condition] = if True the weapon is installed as secondary
[number] = minFireArc
[number] = maxFireArc
[number] = posAngle
[number] = posRadius
description and why I want this modification:
This modification of the shpInstallDevice will give the same flexibility in code as the <Device> tag:
(shpInstallDevice ship expression [condition] [condition] [number] [number] [number] [number])
argument list:
ship: The ship that you want install the device on.
expression: Can take a item struct or an item list pointer. The device to install.
[condition] = if True the weapon is installed as omnidirectional
[condition] = if True the weapon is installed as secondary
[number] = minFireArc
[number] = maxFireArc
[number] = posAngle
[number] = posRadius
description and why I want this modification:
This modification of the shpInstallDevice will give the same flexibility in code as the <Device> tag:
Code: Select all
<Device deviceID="&itLancerCannon;" secondaryWeapon="true" minFireArc="340" maxFireArc="180" posAngle="145" posRadius="28"/>
- Arisaya
- Fleet Admiral
- Posts: 5535
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
uh, i just want the ability to call an invoke within the "weapon" tags by firing it...
(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>