“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.
“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.
“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.
“attack”: Ship fires its weapons against a target for a specified duration or until the target is destroyed.
“wait”: Ship does absolutely nothing for a specified duration.
“gate”: Ship attempts to leave the system through an object (typically a stargate).
“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.
“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.
“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.
“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.
“hold”: Ship brakes and attempts to stay at its current position, attacking nearby enemies
“mine”: Ship mines asteroids in the system. Ship is considered a subordinate of the base.
“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.
“navPath”
“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
“bombard”: Orders a ship to attack a station
“approach”: Ship approaches a target until a certain distance
“aim”: Ship aims at a target without firing weapons
“orbit”: Ship moves clockwise in a circular path around the target at a specified distance for a specified duration
“holdCourse”: Ship travels in a specified direction for a specified distance.
“turnTo”: Ship turns until its rotation matches a given angle.
“attackHold”: Ship attacks a specified target for a specified duration while trying to stay at its current position.
“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.
“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
“holdAndAttack”: Same as attackHold
“gotoPos”: Ship moves to the specified position.
“waitForThreat”: Ship waits until it detects an enemy or the duration passes.