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objCommunicate
See objCommunicate at Xelerus
Syntax | (objCommunicate spaceObject spaceObject number [spaceObject]) |
Arguments | spaceObject: The space object that is sent the message. |
| spaceObject: The space object that sent the message. |
| number: The code of the message. |
| spaceObject: An optional space Object target needed by some codes. |
Returns | condition: True. |
Category | orders, spaceObject |
Description | A function that allows spaceobject to communicate and give orders to autons. |
Only used with autons. Is not used with wing men.
The codes are:
= 'AttackTarget
= 'AttackTargetBroadcast
= 'HitByFriendlyFire
= 'QueryEscortStatus
= 'QueryFleetStatus
= 'EscortAttacked
= 'EscortReportingIn
= 'WatchYourTargets
= 'NiceShooting
= 'FormUp
= 'BreakAndAttack
= 'QueryComms
= 'AbortAttack
= 'Wait
= 'QueryWaitStatus
= 'AttackInFormation
= 'DeterTarget
= 'QueryAttackStatus
George really really really want to discourage us from using these code. Why? Because:
Not all controllers accept all codes. Auton, for instance, don't understand the 'AttackInFormation code. In general, unless you see the code being used, it will not work (or will not work correctly).
Some codes (such as 'AttackTargetBroadcast) only work when sent by stations that own the ships–sending the message through script may cause instability.
George is planning to deprecate the whole system. A better way to control autons and wingmen is to use the normal shpOrder functions–look at the implementation of Volkov, Jenna, and Rama for examples in RC1.
Example
(objCommunicate gSource gplayership 14)
Tells the gSource auton that was communicated with by gplayership to wait.
IMPORTANT: Function may be deprecated in the near future.
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