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modding:function:shporder [2017/06/24 02:13] – Bold formatting for variables 0xabcdefmodding:function:shporder [2017/06/25 05:06] (current) 0xabcdef
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     * **ship**     * **ship**
       * **order**       * **order**
-        * **"guard"**: Ship docks with a target and fights enemies that attack or come near the target. Ship gives up attacking an enemy if it is no longer detectable to the target. Ends if **target** is destroyed.+        * **"guard"**: Ship docks with a target and fights enemies that attack or come near the target. Ship gives up attacking an enemy if it is no longer detectable to the target. Ship is considered a subordinate of **target**. Order ends if **target** is destroyed.
           * SpaceObject: **target**           * SpaceObject: **target**
-        * **"sentry"**: Similar to **guard** but makes the ship hold at its current position and has a duration. Ends when **target** is destroyed+        * **"sentry"**: Similar to **guard** but makes the ship hold at its current position and has a duration. Usually given to ships that rotate but do not thrust (such as turrets). Ship is considered a subordinate of **target**. Order ends if **target** is destroyed.
           * SpaceObject: **target**           * SpaceObject: **target**
-          * Integer: Duration in seconds; infinite by default.+          * Integer: Duration in seconds; indefinite by default.
         * **"dock"**: Ship attempts to dock with a target. If no docking ports are available, ship will move back and forth over the target until a port is available.         * **"dock"**: Ship attempts to dock with a target. If no docking ports are available, ship will move back and forth over the target until a port is available.
           * SpaceObject: **target**           * SpaceObject: **target**
         * **"attack"**: Ship fires its weapons against a target for a specified duration or until the target is destroyed.         * **"attack"**: Ship fires its weapons against a target for a specified duration or until the target is destroyed.
           * SpaceObject: **target**           * SpaceObject: **target**
-          * [Integer]: Duration in seconds; infinite by default+          * [Integer]: Duration in seconds; indefinite by default
         * **"wait"**: Ship does absolutely nothing for a specified duration.         * **"wait"**: Ship does absolutely nothing for a specified duration.
-          * [Integer]: Duration in seconds; infinite by default+          * [Integer]: Duration in seconds; indefinite by default
         * **"gate"**: Ship attempts to leave the system through an object (typically a stargate).         * **"gate"**: Ship attempts to leave the system through an object (typically a stargate).
           * SpaceObject (does not need to be a stargate): **target**           * SpaceObject (does not need to be a stargate): **target**
         * **"gateOnThreat"**: Ship **wait**s until it is attacked and then attempts to leave the system. This order usually comes after a **dock** order. Ship is considered a subordinate of the object it is docked at.         * **"gateOnThreat"**: Ship **wait**s until it is attacked and then attempts to leave the system. This order usually comes after a **dock** order. Ship is considered a subordinate of the object it is docked at.
         * **"gateOnStationDestroyed"**: Ship **wait**s until a station is destroyed and then attempts to leave the system. This order usually comes after a **dock** order. Ship is considered a subordinate of the object it is docked at.         * **"gateOnStationDestroyed"**: Ship **wait**s until a station is destroyed and then attempts to leave the system. This order usually comes after a **dock** order. Ship is considered a subordinate of the object it is docked at.
-        * **"patrol"**: Ship **orbit**s the target at a specified distance and fights enemies that attack or come near the target. Ship gives up fighting an enemy if it is no longer detectable by the target.+        * **"patrol"**: Ship **orbit**s the target at a specified distance and fights enemies that attack or come near the target. Ship gives up fighting an enemy if it is no longer detectable by the target. Ship is considered a subordinate of **target**. Order ends if the **target** is destroyed.
           * SpaceObject: **target**           * SpaceObject: **target**
           * [Integer]: **distance** in light-seconds at which to orbit the target.           * [Integer]: **distance** in light-seconds at which to orbit the target.
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         * **"hold"**: Ship brakes and attempts to stay at its current position, attacking nearby enemies         * **"hold"**: Ship brakes and attempts to stay at its current position, attacking nearby enemies
           * Integer: **duration** in seconds           * Integer: **duration** in seconds
-        * **"mine"**: +        * **"mine"**: Ship mines asteroids in the system. Ship is considered a subordinate of the **base**. 
-          * SpaceObject: **target**+          * SpaceObject: **base** object that the ship is working for.
         * **"waitForPlayer"**: Cannot be given by **shpOrder**; returned by the event **OnPlayerLeftSystem**. Ship waits for the player to return to the system.         * **"waitForPlayer"**: Cannot be given by **shpOrder**; returned by the event **OnPlayerLeftSystem**. Ship waits for the player to return to the system.
         * **"attackPlayerOnReturn"**: Usually given during the **OnPlayerLeftSystem** event. Ship will attack player upon gating back into the system.         * **"attackPlayerOnReturn"**: Usually given during the **OnPlayerLeftSystem** event. Ship will attack player upon gating back into the system.
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           * SpaceObject: **target** to wait for.           * SpaceObject: **target** to wait for.
           * Integer: **distance** from the target in light-seconds, defaults to detection range.           * Integer: **distance** from the target in light-seconds, defaults to detection range.
-          * Integer: **duration** in seconds until the wait ends; infinite by default. +          * Integer: **duration** in seconds until the wait ends; indefinite by default. 
-        * **"waitForEnemy"** +        * **"waitForEnemy"**: Ship waits until it detects an enemy 
-          * Integer: **duration** in seconds until the wait ends; infinite by default.+          * Integer: **duration** in seconds until the wait ends; indefinite by default.
         * **"bombard"**: Orders a ship to **attack** a station         * **"bombard"**: Orders a ship to **attack** a station
           * SpaceObject (must be a station): **target**           * SpaceObject (must be a station): **target**
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           * Integer: **distance** in light-seconds           * Integer: **distance** in light-seconds
           * Integer: **duration** in seconds           * Integer: **duration** in seconds
-        * **"holdCourse"**: +        * **"holdCourse"**: Ship travels in a specified direction for a specified distance. 
-          * Integer: **angle** in degrees+          * Integer: **angle** (absolute) in degrees
           * Integer: **distance** in light-seconds           * Integer: **distance** in light-seconds
-        * **"turnTo"**:+        * **"turnTo"**: Ship turns until its rotation matches a given angle.
           * Distance: **angle** (absolute) in degrees           * Distance: **angle** (absolute) in degrees
-        * **"attackHold"**:+        * **"attackHold"**: Ship attacks a specified target for a specified duration while trying to stay at its current position.
           * SpaceObject: **target**           * SpaceObject: **target**
-          * Integer: **duration** in seconnds+          * Integer: **duration** in seconds; indefinite by default.
         * **"attackStation"**:         * **"attackStation"**:
           * SpaceObject: **target**           * SpaceObject: **target**
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           * SpaceObject: **target**           * SpaceObject: **target**
           * String: **event** to fire           * String: **event** to fire
-        * **"waitForUndock"**:+        * **"waitForUndock"**: Ship waits until the **target** undocks or the **duration** passes.
           * SpaceObject: **target**           * SpaceObject: **target**
-          * Integer: **duration** +          * Integer: **duration** in seconds 
-        * **"sendMessage"**:+        * **"sendMessage"**: Ship sends a **message** to a **target**. If the **target** is the player ship, then the message displays on the screen. Otherwise, nothing useful happens.
           * SpaceObject: **target**           * SpaceObject: **target**
           * String: **message**           * String: **message**
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           * SpaceObject: **target**           * SpaceObject: **target**
           * Integer: **distance** in light-seconds           * Integer: **distance** in light-seconds
-          * [Integer]: **time** in seconds; infinite by default.+          * [Integer]: **time** in seconds; indefinite by default.
         * **"holdAndAttack"**: Same as **attackHold**         * **"holdAndAttack"**: Same as **attackHold**
           * SpaceObject: **target** to attack           * SpaceObject: **target** to attack
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 </code> </code>
  
-Orders a random ship in the system to gate out as soon as all its orders are done.+Orders a random ship in the system to exit through a random gate as soon as all its orders are done.
  
 Return to [[:Functions]] list Return to [[:Functions]] list
  
modding/function/shporder.1498270412.txt.gz · Last modified: 2017/06/24 02:13 by 0xabcdef