modding:function:shporder
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shpOrder
Syntax | (shpOrder ship string [expression]) |
---|---|
Arguments | ship: The ship that you want to order. |
string: A string representing the order. | |
expression: The optional arguments if needed by the order. Multiple arguments possible | |
Returns | condition: True if successful, Nil otherwise. |
Category | orders, ship |
Description | Gives the ship the order. |
- shpOrder
- ship
- 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.
- SpaceObject: Target
- “sentry”: Similar to guard but makes the ship hold at its current position and has a duration.
- SpaceObject: Target
- Integer: Duration in seconds; infinite 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.
- SpaceObject: Target
- “attack”: Ship fires its weapons against a target for a specified duration or until the target is destroyed.
- SpaceObject: Target
- [Integer]: Duration in seconds; infinite by default
- “wait”: Ship does absolutely nothing for a specified duration
- [Integer]: Duration in seconds; infinite by default
- “gate”: Ship attempts to leave the system through an object (typically a stargate)
- SpaceObject (does not need to be a stargate): Target
- “gateOnThreat”: Ship waits 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 waits 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 orbits 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.
- SpaceObject: Target
- [Integer]: Distance at which to orbit the target.
- “escort”: Ship follows a target, fighting enemies that attack or come near the target. Ship gives up fighting an enemy if it is no longer detectable by the target.
- SpaceObject: Target
- [Integer]: Angle or Formation
- [Integer]: Distance
- “scavenge”: Ship wanders around system until there is a wreck with items in it, at which point the ship will loot the wreck. Does not retaliate if the wreck is destroyed.
- “followPlayerThroughGate”: Cannot be given by shpOrder; returned by the event OnPlayerLeftSystem as “followPlayer”. Ship follows the player through the nearest gate.
- SpaceObject: Target
- “attackNearestEnemy”
- “tradeRoute”
- “wander”: Ship follows a diamond-like path around the system, fighting enemies that attack it
- “loot”: Ship takes all items from the target after a few seconds, ignoring cargo space. Ship does not retaliate to attacks while looting. Does not retaliate if target is destroyed.
- SpaceObject: Target
- “hold”: Ship brakes and attempts to stay at its current position, attacking nearby enemies
- Integer: Duration
- “mine”
- SpaceObject: Target
- “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.
- “follow”: Ship follows a target, staying at a position relative to the target and matching the target's direction.
- SpaceObject: Target
- Integer: Angle in degrees
- Integer: Distance in light-seconds
- “navPath”
- Integer 1)
- “goto”
- Object
- “waitForTarget”: Ship waits until a target approaches a certain distance or until a certain amount of time passes.
- SpaceObject: Target to wait for.
- Integer: Maximum distance from the target in light-seconds, defaults to detection range.
- Integer: Maximum duration in seconds until the wait ends; infinite by default.
- “waitForEnemy”
- Duration: Maximum duration in seconds until the wait ends; infinite by default.
- “bombard”: Orders a ship to attack a station
- SpaceObject (must be a station): Target
- Integer: Duration in seconds that the ship will spend bombarding
- “approach”: Ship approaches a target until a certain distance
- SpaceObject: Target
- Distance: Distance in light-seconds
- “aim”: Ship aims at a target without firing weapons
- SpaceObject: Target
- “orbit”: Ship moves clockwise in a circular path around the target at a specified distance for a specified duration
- SpaceObject: Target
- Integer: Distance in light-seconds
- Integer: Duration in seconds
- “holdCourse”
- Angle
- Distance
- “turnTo”
- Angle (absolute)
- “attackHold”
- Target
- Duration
- “attackStation”
- Target
- Integer 2)
- “fireEvent” Fires the event on the target's event handler. aShipObj is the ship that fired it.
- Target
- String (event name)
- “waitForUndock”
- Target
- Duration
- “sendMessage”
- Target
- Message
- “attackArea”
- “holdAndAttack”
- Target
- Integer 6)
- “gotoPos”
- Position vector
- “waitForThreat”
- Duration
Example
(shpOrder gPlayerShip 'wait)
Returns True, ordering the player to wait doesn't do much. Return to Functions list
modding/function/shporder.1498260284.txt.gz · Last modified: 2017/06/23 23:24 by 0xabcdef