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. Ship is considered a subordinate of target. Order ends if target is destroyed.
- SpaceObject: target
- “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
- 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.
- 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; indefinite by default
- “wait”: Ship does absolutely nothing for a specified duration.
- [Integer]: Duration in seconds; indefinite 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. Ship is considered a subordinate of target. Order ends if the target is destroyed.
- SpaceObject: target
- [Integer]: distance in light-seconds 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”: Attack the nearest enemy at the time that this order is assigned.
- “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 in seconds
- “mine”: Ship mines asteroids in the system. Ship is considered a subordinate of the base.
- 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.
- “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”
- ?: navID
- “goto”:
- SpaceObject: destination
- Integer: distance
- “waitForTarget”: Ship waits until a target approaches a certain distance or until a certain amount of time passes.
- SpaceObject: target to wait for.
- Integer: distance from the target in light-seconds, defaults to detection range.
- Integer: duration in seconds until the wait ends; indefinite by default.
- “waitForEnemy”: Ship waits until it detects an enemy
- Integer: duration in seconds until the wait ends; indefinite 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
- Integer: 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”: Ship travels in a specified direction for a specified distance.
- Integer: angle (absolute) in degrees
- Integer: distance in light-seconds
- “turnTo”: Ship turns until its rotation matches a given angle.
- Distance: angle (absolute) in degrees
- “attackHold”: Ship attacks a specified target for a specified duration while trying to stay at its current position.
- SpaceObject: target
- Integer: duration in seconds; indefinite by default.
- “attackStation”:
- SpaceObject: target
- [?]: unknown
- “fireEvent”: Fires the event on the target's event handler. aShipObj is the ship that fired it.
- SpaceObject: target
- String: event to fire
- “waitForUndock”: Ship waits until the target undocks or the duration passes.
- SpaceObject: target
- Integer: duration in seconds
- “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
- String: message
- “attackArea”: Ship attacks all enemies that are within a specified distance of a specified object for a specified time, probably in random orderverify
- SpaceObject: target
- Integer: distance in light-seconds
- [Integer]: time in seconds; indefinite by default.
- “holdAndAttack”: Same as attackHold
- SpaceObject: target to attack
- Integer: duration in seconds
- “gotoPos”: Ship moves to the specified position.
- Position: destination
- “waitForThreat”: Ship waits until it detects an enemy or the duration passes.
- Integer: duration in seconds
Example
(shpOrder (random (sysFindObject Nil "s A")) 'gate (random (sysFindObject Nil "G A")) )
Orders a random ship in the system to exit through a random gate as soon as all its orders are done.
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modding/function/shporder.txt · Last modified: 2017/06/25 05:06 by 0xabcdef