Files
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
2026-06-24 21:28:16 -05:00

2879 lines
229 KiB
Plaintext

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\sbasedon0 \snext32 Body Text Indent 3;}}{\*\revtbl {Unknown;}}{\info{\title ABL ORDERS}{\author AFARRIER}{\operator a-pmaybe}{\creatim\yr2001\mo6\dy5\hr9\min24}{\revtim\yr2001\mo8\dy6\hr14\min7}{\version772}{\edmins190}{\nofpages43}{\nofwords13738}{\nofchars78312}
{\*\company Microsoft Corporation}{\nofcharsws96172}{\vern8269}}\widowctrl\ftnbj\aenddoc\noxlattoyen\expshrtn\noultrlspc\dntblnsbdb\nospaceforul\hyphcaps0\formshade\horzdoc\dgmargin\dghspace180\dgvspace180\dghorigin1701\dgvorigin1984\dghshow1\dgvshow1
\jexpand\viewkind5\viewscale100\pgbrdrhead\pgbrdrfoot\splytwnine\ftnlytwnine\htmautsp\nolnhtadjtbl\useltbaln\alntblind\lytcalctblwd\lyttblrtgr\lnbrkrule \fet0{\*\background
{\shp{\*\shpinst\shpleft0\shptop0\shpright0\shpbottom0\shpfhdr0\shpbxmargin\shpbxignore\shpbymargin\shpbyignore\shpwr0\shpwrk0\shpfblwtxt1\shpz0\shplid1025{\sp{\sn shapeType}{\sv 1}}{\sp{\sn fFlipH}{\sv 0}}{\sp{\sn fFlipV}{\sv 0}}
{\sp{\sn fFilled}{\sv 1}}{\sp{\sn lineWidth}{\sv 0}}{\sp{\sn fLine}{\sv 0}}{\sp{\sn bWMode}{\sv 9}}{\sp{\sn fBackground}{\sv 1}}{\sp{\sn fLayoutInCell}{\sv 1}}{\sp{\sn fLayoutInCell}{\sv 1}}}}}\sectd
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{\pntxta )}}{\*\pnseclvl8\pnlcltr\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl9\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}\pard\plain
\s3\qc \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel2\adjustright\rin0\lin0\itap0 \b\f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\fs36\cf1 {\*\bkmkstart _Toc460315374}ABL Orders List
\par }\pard\plain \qj \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 ABL is a finite state machine (FSM). This means that the code in any script is organized into states.
Each time the game goes through a script, it only goes through the current, active state. The following is a list of all functions and commands that can be added to an ABL script in MechWarrior 4: Vengeance. Take note that most of the ABL orders only work
in single player games, and a set group of orders is passed from server to client. (Multiplayer orders are listed at the end of this document).
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\par FSM Functions{\*\bkmkend _Toc460315374}
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Degugging Functions}{\cs15\cf2\webhidden \tab }{\field\fldedit{\*\fldinst {\cs15\cf2\webhidden PAGEREF _Toc513584237 \\h }{\cf2 {\*\datafield
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\par }{\field\fldedit{\*\fldinst {\cs15\ul\cf1 HYPERLINK \\l "MP_Support_Buckets"}{\ul\cf1 {\*\datafield 08d0c9ea79f9bace118c8200aa004ba90b0200000008000000130000004d0050005f0053007500700070006f00720074005f004200750063006b006500740073000000}}}{\fldrslt {
\cs15\ul\cf2 Multiplayer Support and Buckets}{\cs15\cf2\webhidden \tab }{\field\flddirty{\*\fldinst {\cs15\cf2\webhidden PAGEREF _Toc513584239 \\h }}{\fldrslt {\cs15\b\cf2\lang1024\langfe1024\noproof\webhidden Error! Bookmark not defined.}}}}}{
\f0\fs24\cf2
\par }\pard\plain \s26\ql \li0\ri0\widctlpar\tx720\tqc\tx4320\tqr\tx8640\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 }}\pard\plain \s26\ql \li0\ri0\widctlpar
\tx720\tqc\tx4320\tqr\tx8640\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkstart _Toc460315375}{\*\bkmkstart _Toc513584222}
{\*\bkmkstart Variable_types}Variable types{\*\bkmkend _Toc460315375}{\*\bkmkend _Toc513584222}{\*\bkmkend Variable_types}
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Variables are symbols that represent a stored value. Below are valid type definitions for FSM variables:
\par
\par }{\b\cf1 integer:}{\cf1 A basic integer, whole numbers
\par }{\b\cf1 real:}{\cf1 A basic floating-point number
\par }{\b\cf1 Boolean:}{\cf1 A Boolean that can be true or false
\par }{\b\cf1 char:}{\cf1 A single character
\par }{\b\cf1 ObjectID:}{\cf1 A reference to an object in the world
\par }{\b\cf1 LocPoint: }{\cf1 A location in the world (3D point)
\par }{\b\cf1 TimerID:}{\cf1 A reference to a timer in the mission 0-31 only
\par }{\b\cf1 CameraID: }{\cf1 A reference to a camera
\par }{\b\cf1 PlayerID: }{\cf1 A reference to a player
\par
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkstart _Toc513584223}Prefixes{\*\bkmkend _Toc513584223}
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par The following prefixes are automatically added to all items placed in the editor. EX: You drop a vehicle and name it \'93MainTank\'94. In all scripts it will actually be called \'93eve_maintank\'94. ALL objects dropped in the editor come with a prefix.
\par
\par }{\b\cf1 eve_:}{\cf1 Vehicles/\rquote Mechs
\par }{\b\cf1 ebu_: }{\cf1 Buildings
\par }{\b\cf1 eso_: }{\cf1 Sounds
\par }{\b\cf1 epa_: }{\cf1 Paths
\par }{\b\cf1 ena_: }{\cf1 Nav points
\par }{\b\cf1 eob_: }{\cf1 Objectives
\par }{\b\cf1 epl_: }{\cf1 Players
\par }{\b\cf1 edr_: }{\cf1 Drop zones
\par }{\b\cf1 ede_: }{\cf1 Default/other
\par }{\b\cf1 eai_: }{\cf1 A.I.s
\par }{\b\cf1 etu_:}{\cf1 Turrets
\par
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkstart _Toc513584224}Notes on Syntax
{\*\bkmkend _Toc513584224}
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par ABL has two different ways of checking for a TRUE response, and two ways of checking for a false response. For example, the ABL Command isdead(getplayervehicle(epl_player0)) will return
true if the player in a single-player mission has died. The different ways to check for true and false are as follows:
\par
\par TRUE
\par
\par If (isdead(getplayervehicle(epl_player0))) then
\par If (isdead(getplayervehicle(epl_player0)) == TRUE) then
\par
\par FALSE
\par
\par If (not isdead(getplayervehicle(epl_player0))) then
\par If (isdead(getplayervehicle(epl_player0)) == FALSE) then
\par
\par This document uses all four methods in its example usage.
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkstart _Toc513584225}Parameter shortcuts
{\*\bkmkend _Toc513584225}
\par }\pard\plain \s28\ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 The following shortcuts are used in the parameter lists to
represent a larger collection of valid parameter types.
\par
\par }{\b\f1\cf1 any:}{\f1\cf1 Represents any type of parameter
\par }{\b\f1\cf1 num:}{\f1\cf1 Either an integer or a real
\par }{\b\f1\cf1 string:}{\f1\cf1 An array of char\rquote s
\par }{\b\f1\cf1 id:}{\f1\cf1 An ObjectID
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }{\b\i\cf1 Note}{\i\cf1 ABL is not case sensitive, so capitalization does not matter for function names.
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkstart _Toc513584226}Buil-in Functions
{\*\bkmkend _Toc513584226}
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b\cf1 return (any):}{\cf1
The parameter value is the return value for the function (only used in a function)
\par }{\b\cf1 integer concat (string, any):}{\cf1 Parameter value is added onto the end of the string (if a variable then it is the value of that variable)
\par }{\b\cf1 num abs (num):}{\cf1 Returns the absolute value of the parameter
\par }{\b\cf1 integer random (integer):}{\cf1 Returns a random number from 0-parameter
\par }{\b\cf1 integer round (real):}{\cf1 Rounds the real parameter to the nearest integer
\par }{\b\cf1 real sqrt (num): }{\cf1 Returns the square root of the parameter
\par }{\b\cf1 integer trunc (num):}{\cf1 Truncates the parameter and return the integer. 1.9 truncs to 1
\par }{\b\cf1 setmaxloops (integer):}{\cf1 Sets the maximum number of loops that will occur in a looping construct before abl will error out with an infinite loop run-time error
\par }{\b\cf1 fatal (integer, string):}{\cf1 Halts the script in the debugger with the string message if debugger is present; if no debugger is present, halts the whole game with the string message
\par }{\b\cf1 assert (Boolean, integer, string):}{\cf1 Same as the fatal call, but only if the Boolean is false
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkstart _Toc513584227}MechWarrior4 Constants
{\*\bkmkend _Toc513584227}
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }{\b\cf1 ME: }{\cf1 Specifies the object ID of the unit currently executing. Only usable in unit brains
\par }{\b\cf1
\par NO_UNIT:}{\cf1 A special ObjectID that specifies no unit (or an invalid unit). This is usually provided as a return value from a function; you generally should not pass it in to a function as an ObjectID unless the function specific
{\*\bkmkstart _Toc460315376}ally states that you may do so.
\par
\par All other constants are listed under the specific commands that use them.
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkstart _Toc513584228}Gets}{\fs20\cf1
{\*\bkmkend _Toc460315376}{\*\bkmkend _Toc513584228}
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 The following functions are used for getting a variety of variables, properties, and parameters.
\par
\par }\pard\plain \s5\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel4\adjustright\rin0\lin0\itap0 \b\f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GetPlayerVehicle:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b\cf1
\par }\pard\plain \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Determines what vehicle a specific player is driving in a mission
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b\cf1
\par }\pard\plain \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Format: GetPlayerVehicle(who)
\par
\par Who = ObjectID of a player in the game. Valid player constants are from epl_player0 \endash epl_player15. epl_player0 is the player in any single player mission.
\par
\par Returns: ObjectID of the unit being driven by the player specified in the command
\par
\par Example usage: UnitDriven == GetPlayerVehicle(epl_player0);
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }{\b\cf1 GetTarget:
\par
\par }\pard\plain \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Determines the target of the specified object
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Format: GetTarget(who)
\par
\par Who = ObjectID for any object with an attached ai in the game. The \'93who\'94 parameter must not be a team or group.
\par }{\b\cf1
\par }{\cf1 Returns: The ObjectID of the target for the object \'93who\'94
\par
\par Example usage: if ((gettarget(joe)) = (gettarget(tom))) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 WhoShot:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines who shot the specified target
\par
\par Format: Whoshot(who)
\par
\par Who = ObjectID for any object in the game; \'93who\'94 may be a team or a group
\par
\par Returns: ObjectID of who last shot the object indicated by \'93who\'94 (if it was shot within the last 5 seconds). If the specified object has not been shot in the last 5 seconds, then no_unit will be returned.
\par
\par Example usage: if ((whoshot(me)) = eve_Atlas1) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GetNearestEnemy:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines which enemy unit is closest to the specified unit
\par
\par Format: GetNearestEnemy(who)
\par
\par Who = ObjectID for any object in the game that has an alignment; \'93who\'94 may be a team or group
\par
\par Returns: ObjectID of the nearest enemy to the object indicated by the \'93who\'94 parameter
\par
\par Example usage: Mytarget == getnearestenemy(me);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 FindObject:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \li720\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin720\itap0 {\cf1 Searches for objects
\par
\par }\pard\plain \s28\ql \li720\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin720\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Format: FindObject(who,alignment,type,criteria,flags,distance)
\par
\par Who = The object being searched from; this may be a team or group
\par
\par Alignment = alignment to search for. Alignment checked is in relation to the who parameter, including these options:
\par \tab FA_FRIENDLY
\par \tab FA_ENEMY
\par \tab FA_NEUTRAL\tab
\par \tab FA_ANY
\par
\par Type = what type of object to look for, including these options:
\par \tab FT_MECH = all \lquote Mechs
\par \tab FT_AIRPLANE = all armed airplanes
\par \tab FT_BOAT = all armed boats
\par \tab FT_TURRET = all turrets
\par \tab FT_VEHICLE = all armed vehicles not included in the above categories
\par \tab FT_DEFAULT = all of the above at once
\par }\pard \s28\ql \li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\f1\cf1 FT_BUILDING = all buildings with PLAYER or ENEMY alignment (neutral buildings are always ignored)
\par FT_UNARMED = all unarmed units
\par
\par }\pard \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\f1\cf1 Criteria = what search criteria to use, including these options:
\par }\pard \s28\ql \li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\f1\cf1 FC_BEST_TARGET = Find the best target (considers distance, tonnage, current damage, and what weapons the unit carries)
\par }\pard \s28\ql \li720\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin720\itap0 {\f1\cf1 \tab FC_GREATEST_THREAT = find the greatest threat
\par \tab FC_LEAST_THREAT = find the least threat
\par \tab FC_MOST_DAMAGED = find the most damaged object\tab
\par \tab FC_NEAREST = find the nearest object
\par
\par Flags = Flags that can be used as modifiers to the other criteria, including these options:
\par }\pard \s28\ql \li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\f1\cf1 FF_WHO_SHOT = if specified and someone shot player, return that object, overriding anything else
\par FF_SEEPLAYER = if specified, we can also see the player if within fog radius and if we're facing toward him
\par FF_LOOK_EVERYWHERE = if specified, we look through every potential enemy in the whole mission (Note: THIS CAN BE VERY EXPENSIVE!!! Use only on small, limited maps!)
\par }\pard \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\f1\cf1
\par Distance = What distance to search for (integer)
\par
\par Returns: The ObjectID of the selected object
\par
\par Example usage: Mytarget = FindObject (me, FA_ENEMY, FT_DEFAULT, FC_BEST_TARGET, FF_WHO_SHOT, 800);
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 FindObjectExcept:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Identical to FindObject (see above), except that it takes an additional parameter (\'93except\'94
). This is an ObjectID that indicates an object that should be excluded from the search (i.e., ignored).
\par
\par }\pard\plain \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Format: FindObjectExcept(who,alignment,type,criteria,flags,distance,except)
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Returns: The ObjectID of the selected object
\par
\par }\pard\plain \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Example usage : Myta
rget = FindObject (me, FA_ENEMY, FT_DEFAULT, FC_BEST_TARGET, FF_WHO_SHOT, 800, EVE_APC1);
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 FindEnemy:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Searches for a specific opponent type to shoot, then loads it as the current target (FindEnemy can only be placed inside a unit brain and cannot be used
from inside a mission script)
\par
\par Format: FindEnemy(searchrange, type)
\par
\par Searchrange = The range for the search (from the unit executing the command)
\par
\par Type = What type of object to look for, including these options:
\par \tab FT_MECH = All \lquote Mechs
\par \tab FT_AIRPLANE = All armed airplanes
\par \tab FT_BOAT = All armed boats
\par \tab FT_TURRET = all turrets
\par \tab FT_VEHICLE = All armed vehicles that are not included in the above categories
\par \tab FT_DEFAULT = ALL of the above categories at once
\par
\par Returns: True if a target has been set (a target has been set if an enemy unit is detected inside the searchrange, or if the unit has been shot by an opponent)
\par
\par Example usage: if ((findenemy(500,FT_default)) == true) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetMyTarget:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 A specific search function that looks for an opponent to sho
ot and then loads it as the current target. SetMyTarget can only be placed inside a unit brain and cannot be used from inside a mission script.
\par
\par Format: SetMyTarget(searchrange)
\par
\par Searchrange = The range for the search (from the unit executing the command).
\par
\par Returns: True if a target has been set. A target has been set if an enemy unit is detected inside the searchrange or if the unit has been shot by an opponent.
\par
\par Example usage: SetMyTarget(650);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 LeaveAttackState:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines if the unit should stop attacking its current target
\par
\par Format: LeaveAttackState(WithdrawRange)
\par
\par WithdrawRange = The range from the unit whereupon the unit should break off combat
\par
\par Returns: True if any of the following parameters apply:
\par \tab 1: The unit\rquote s target is outside the withdrawrange and has not shot the target within the last 5 seconds
\par \tab 2: The unit\rquote s target is dead
\par \tab 3: The unit has no valid target
\par
\par Example usage: if (leaveattackstate(800)) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GetLocation:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Finds the current location of a specific object
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Format: GetLocation(who,point)
\par
\par Who = ObjectID of an object in the game.
\par Point = A three-integer array used to hold the location of the object who. The location of the object \'93who\'94 is loaded into the point array.
\par
\par Returns: Location of the object. Location is loaded into the \'93point\'94 variable.
\par
\par Example usage: GetLocation(me,mystart);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }{\b\cf1 GetNearestPathPoint:}{\cf1
\par
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Finds the closest point on a path from a specific object
\par
\par }\pard\plain \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Format: GetNearestPathPoint (who, path, point)
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Who = the object being searched from
\par Path = the path being searched to
\par Point = the point found by the function
\par
\par Returns: Nearest path point to the specified object on the specified path
\par
\par Example usage: GetNearestPathPoint(me, epa_path1,wheretogo);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GetAlignment:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Finds the alignment of the specified object
\par
\par Format: GetAlignment(who);
\par
\par Who = A specific object. Who may be a team or group.
\par
\par Returns: The alignment of the specified object. Possibilities are\'85
\par }\pard\plain \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 \tab FA_FRIENDLY
\par \tab FA_ENEMY
\par \tab FA_NEUTRAL\tab
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Example usage: if ((getalignment(mytarget)) = FA_FRIENDLY) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GetGunnerySkill:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Finds the gunnery skill of the specified object
\par
\par Format: GetGunnerySkill(who);
\par
\par Who = A specific object. Who may not be a team or group.
\par
\par Returns: The gunnery skill of the specified object
\par
\par Example usage: enemygunnery = GetGunnerySkill (mytarget);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GetPilotSkill:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Finds the pilot skill of the specified object
\par
\par Format: GetPilotSkill(who);
\par
\par Who = A specific object. Who may not be a team or group.
\par
\par Returns: The Pilot skill of the specified object
\par
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Example usage: enemyPilot = GetPilotSkill (mytarget);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GetAttackThrottle:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Finds the AttackThrottle of the specified object
\par
\par Format: GetAttackThrottle(who);
\par
\par Who = a specific object. Who may not be a team or group
\par
\par Returns: The Attack Throttle setting of the specified object
\par
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Example usage: enemyAttackThrottle = GetAttackThrottle (mytarget);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GetEliteLevel:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Finds the EliteLevel of the specified object
\par
\par Format: GetEliteLevel(who);
\par
\par Who = a specific object. Who may not be a team or group.
\par
\par Returns: The elite level setting of the specified object
\par
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Example Usage: enemyEliteLevel = GetEliteLevel (mytarget);
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1
\par GetMemoryInteger:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Finds the value of one of the loaded memory integer cells of the specified object. Each object in the game ahs ten memory locations that ca
n be loaded with a number and used to differentiate between multiple units that have the same script.
\par
\par Format: GetMemoryInteger(who,index)
\par
\par Who = The unit being checked
\par
\par Index = which memory cell to check. The 10 memory cells are numbered 0 through 9.
\par
\par Returns: The value of the memory cell
\par
\par Example usage:
\par
\par \tab switch (getmemoryinteger(me,9))
\par
\par \tab case 1:
\par \tab \tab //AlphaMechs
\par \tab \tab attackrange = 650;
\par \tab \tab path = epa_Alphapath;
\par \tab endcase;
\par \tab \tab \tab \tab \tab \tab
\par \tab case 2:
\par \tab \tab //BetaMechs
\par \tab \tab attackrange = 700;
\par \tab \tab mytactic = tactic_circle;
\par \tab \tab path = epa_Betapath;
\par \tab endcase;
\par \tab
\par \tab endswitch;
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\b\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GetDifficulty:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Checks the difficulty level for a specific mission
\par
\par Format: GetDifficulty
\par
\par Note: This command has no parameters
\par
\par Returns: the difficulty level. Possibilities include the following:
\par
\par \tab EASY_DIFFICULTY
\par \tab MEDIUM_DIFFICULTY
\par \tab HARD_DIFFICULTY
\par \tab IMPOSSIBLE_DIFFICULTY
\par
\par Example usage: If (getdifficulty == EASY_DIFFICULTY) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GetTeamNumber:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-540\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Finds what team a specified object in a multiplayer mission is on
\par
\par Format: GetTeamNumber(who)
\par
\par Who = The object being checked. Who cannot be a team or group.
\par
\par Returns: What team the unit is on. Team numbers are 0 \endash 7. If the unit is not on a team, then a value of 8 will be returned.
\par
\par Example usage: If ((Getteamnumber(EVE_unit_3)) == 6) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 WhoDestroyed:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Finds the unit that destroyed a specific object in game.
\par
\par Format: WhoDestroyed(who)
\par
\par Who = A specific object in game. Who can not be a team or group.
\par
\par Returns: The ObjectID of the unit that destroyed the specified object. if \'93who\'94 is still alive or if its destroyer cannot be identified then NO_UNIT is returned.
\par
\par Example usage: if (getteamnumber((Whodestroyed(me))) == (getteamnumber(me))) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GetLancemate:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\tx1440\faauto\rin0\lin1440\itap0 {\cf1 Finds the ObjectID of a specific lancemate
\par
\par Format: GetLancemate(index)
\par
\par Index = The index of the lancemate in the group. The player himself is always the 0th element, and additional lancemates are at indices 1, 2, 3.
\par
\par Returns: ObjectID of the specified lancemate. This function will return NO_UNIT if the unit does not exist.
\par
\par Example usage: MyLancemate = GetLancemate(1);
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GetMechType:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Checks what \lquote Mech chassis type a specific unit has.
\par
\par Format: GetMechType(who)
\par
\par Who = ObjectID of the unit being checked. Who may not be a team or group.
\par
\par Returns: Mech type. The different \lquote Mech types are listed below. NoMechID is returned if the unit is not a \lquote Mech or was not found.
\par
\par \tab M_Argus
\par \tab M_Atlas
\par \tab M_Awesome
\par \tab M_Bushwacker
\par \tab M_Catapult
\par \tab M_Chimera
\par \tab M_Cougar
\par \tab M_Daishi
\par \tab M_Hellspawn
\par \tab M_Loki\tab
\par \tab M_Madcat
\par \tab M_Madcat_MKII
\par \tab M_Mauler
\par \tab M_Novacat
\par \tab M_Osiris
\par \tab M_Raven
\par \tab M_Shadowcat
\par \tab M_Thanatos
\par \tab M_Thor\tab
\par \tab M_Uziel
\par \tab M_Vulture
\par \tab NoMechID
\par
\par Example usage:
\par
\par \tab If ((getmechtype(epl_player1)) == M_Daishi) then
\par \tab \tab Print(\'93Wimp!\'94);
\par \tab Endif;
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GetViewMode:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Checks the user\rquote s current camera viewing mode (Inside \lquote Mech, directly behind, behind right or behind left) for a player controlled \lquote Mech.
\par
\par Format GetViewMode(who)
\par
\par Who = The player being checked. The unit being checked MUST be a player.
\par
\par Returns: The view mode for that player. Possible returns include the following:
\par
\par \tab VIEW_OUTSIDE_CENTER
\par \tab VIEW_OUTSIDE_RIGHT
\par \tab VIEW_OUTSIDE_LEFT\tab
\par \tab VIEW_IN_MECH
\par
\par Example Usage: if (Getviewmode(GetPlayerVehicle(epl_player0)) == VIEW_IN_MECH) then
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkstart _Toc513584229}Sets{\*\bkmkend _Toc513584229}
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 The following functions are used for setting a variety of variables, properties, and parameters.
\par
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetAlignment:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Sets the alignment of a specific unit or group of units
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Format: SetAlignment(who,alignment)
\par
\par Who = The unit to have it\rquote s alignment changed. Who may be a team or group.
\par Alignment = The new alignment for the specified unit(s). Possible alignments include the following:
\par
\par }\pard\plain \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 \tab FA_FRIENDLY
\par \tab FA_ENEMY
\par \tab FA_NEUTRAL\tab
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 \tab FA_ANY
\par
\par Returns: Nothing
\par
\par Example usage: if (iswithin(me,playermech,120)) then setalignment(me,FA_FRIENDLY);
\par endif;
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetAttackThrottle:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Sets the attack throttle on the specified unit(s). This is how fast the unit moves in combat, stated as a percentage of the unit\rquote
s maximum speed. The higher this number, the more deadly the unit will be in combat.
\par
\par Format: SetAttackThrottle(who,throttle)
\par
\par Who = The unit(s) to have their throttle changed. Who may be a team or group.
\par
\par Throttle = The new attack throttle setting
\par
\par Returns: Nothing
\par
\par Example usage: SetAttackThrottle(me, 80);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetCurMood:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1
Sets the current mood on the specified unit(s). Mood affects the tactic choice of the unit in combat. Note that mood is only important for armed and mobile units.
\par
\par Format: SetCurMood(who,mood)
\par
\par Who = The unit(s) to have their current mood changed. Who may be a team or group.
\par Mood = The new mood setting. Possible moods include the following:
\par
\par \tab DESPERATE_START
\par \tab DESPERATE_END
\par \tab DEFENSIVE_START
\par \tab DEFENSIVE_END
\par \tab NEUTRAL_START
\par \tab NEUTRAL_END
\par \tab AGRESSIVE_START
\par \tab AGRESSIVE_END
\par \tab BRUTAL_START
\par \tab BRUTAL_END
\par
\par Returns: nothing
\par
\par Example usage: SetCurMood(me, NEUTRAL_END);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetEntropyMood:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1
Sets the entropy mood on the specified unit(s). Mood affects the tactic choice of the unit in combat. Note that mood is only important for armed and mobile units.
Entropy mood is the mood that the unit will slowly migrate toward should it not be in combat at the time.
\par
\par Format: SetEntropyMood(who,mood)
\par
\par Who = The unit(s) to have their Entropy mood changed. Who may be a team or group.
\par
\par Mood = The new mood setting. Possible moods include the following:
\par
\par \tab DESPERATE_START
\par \tab DESPERATE_END
\par \tab DEFENSIVE_START
\par \tab DEFENSIVE_END
\par \tab NEUTRAL_START
\par \tab NEUTRAL_END
\par \tab AGRESSIVE_START
\par \tab AGRESSIVE_END
\par \tab BRUTAL_START
\par \tab BRUTAL_END
\par
\par Returns: nothing
\par
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Example usage: SetEntropyMood(me, AGRESSIVE_END);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetEliteLevel:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1
Sets the elite level of the specified unit(s). Elite level helps a unit with tactical choices. The higher the elite level the wider variety of options are available to the unit.
\par
\par Format: SetEliteLevel(who,level)
\par
\par Who = The unit(s) having their elite level changed. Who may be a team or group.
\par Level = The new elite level for the specified unit(s). Elite level is a range from 0 (complete rookie) to 100 (Bond, James Bond).
\par
\par Returns: Nothing
\par
\par Example usage: SetEliteLevel(me,80);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetFiringDelay:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Sets the firing delay for the specified unit(s). This operates on a per-weapon basis and is in addition to the weapon\rquote
s existing firing delay. The exact delay is determined each time the weapon fires. Example: Suppose you have two weap
ons with recharge times of 3 and 5 seconds, respectively, and you call SetFiringDelay(ME,2.0,4.0). The weapons will then take 5-7 seconds and 7-9 seconds to fire again, respectively, with the exact delay changing randomly between the aforementioned values
each time they are fired. This is designed to simulate the time it takes for a person to aim and decide to fire their weapons. The lower these numbers, the more dangerous the unit is in combat.
\par
\par Format: SetFiringDelay(who,min,max)
\par
\par Who = ObjectID for the unit(s) to have their delay numbers changed. Who may be a team or group.
\par
\par Min = Minimum delay (this is in seconds and is a real number)
\par
\par Max = Maximum delay (his is in seconds and is a real number)
\par
\par Returns: nothing
\par
\par Example usage: SetFiringDelay(me,1.0,2.5);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetIgnoreFriendlyFire:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Decides whether the unit(s) will ignore friendly fire or not when choosing targets. If \'93ignore\'94
is true, the object will ignore such accidents in combat. Otherwise, it will ignore the alignment of the shooter when it is shot. \'93False\'94 is the default for all units.
\par
\par Format: SetIgnoreFriendlyFire(who,ignore)
\par
\par Who = The unit(s) to have their ignore variable set. Who may be a team or group.
\par
\par Ignore = A Boolean variable setting whether the specified unit(s) ignore friendly fire or not. If set to true then the specified unit(s) will not select a friendly unit that has shot them as a target. If set to false, they are allowed to do this.
\par
\par Returns: nothing
\par
\par Example usage: SetIgnoreFriendlyFire(me,true);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetIsShotRadius:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Sets the radius in
side of which the specified unit(2) will consider themselves to be shot should an enemy weapon hit or pass inside of said radius. Default radius is 80 meters. If the distance is set to 120 meters for a specific unit, then the unit will return true for the
IsShot command if any enemy shot comes within 120 meters of it.
\par
\par Format: SetIsShotRadius(who,meters)
\par
\par Who = The units having there IsShot radius set. This may be a team or group.
\par Meters = The new IsShot radius (integer)
\par
\par Returns: Nothing
\par
\par Example usage: SetIsShotRadius(me,140);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetMemoryInteger:
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Stores a value in a unit\rquote s memory cells
\par
\par Format: SetMemoryInteger(who,index,value)
\par
\par Who = The unit having it\rquote s memory cells set. The unit may not be a team or group.
\par Index = The memory cell being set for that unit. There are ten memory cells designated 0 \endash 9.
\par Value = The new value for the specified memory cell.
\par
\par Returns: Nothing
\par
\par Example: SetMemoryInteger(me,5,230);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\b\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetSkillLevel:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Sets piloting, gunnery, and elite levels for a specific or group of units
\par
\par Format: SetSkillLevel(who,pilot,gunnery,elite)
\par
\par Who = the unit(s) having skill levels changed. Who may be a team or group.
\par Pilot = The new piloting skill level. A value of \endash 1 means to not change that skill.
\par Gunnery = The new gunnery skill level. A value of \endash 1 means to not change that skill.
\par Elite = the new elite level. A value of \endash 1 means to not change that skill.
\par
\par Returns: Nothing
\par
\par Example Usage: SetSkillLevel(me,50,50,-1);}{\b\cf1
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetTarget:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Sets the target for a specific unit or group of units
\par
\par Format: SetTarget (who,target)
\par
\par Who = The unit having its target set. This may be a team or group.
\par
\par Target = The new target for the unit(s). Target cannot be set to the player, it must be set to the player\rquote s vehicle. Target may also be a team or group; in this case, the \'93who\'94 object (or each object in \'93who\'94
) will set its target to the nearest object in \'93target.\'94
\par
\par Returns: Nothing
\par
\par Example usage: SetTarget(me,playermech);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetTargetDesirability:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Sets a desirability value for a specific unit
\par
\par Format: SetTargetDesirability(who, desirability)
\par
\par Who = The unit having its target desirability set.
\par
\par Desirability = The new target desirability number. This value will be used whenever someone queries the target with a search function s
uch as FindObject() or GetNearestEnemy(). This value will automatically override the value that the function would normally try to determine. A value of 100 indicates the target should always be chosen. A value of 0 indicates that the target should be the
last one picked. [Of course, neither of these will apply if the search cannot even consider the unit \endash
if you do a GetNearestEnemy(), it will ignore units allied to the searcher, regardless of its desirability value.] A value of -1 means that the target wi
ll never be considered in such a search, rendering it essentially invisible to anyone using such a search function.
\par
\par Returns: Nothing
\par
\par Example usage: SetTargetDesirability(me, -1);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetSearchLight:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Sets a specific search light on an object to be on or off. By default, an AI unit\rquote
s search light is set such that it is on in night missions, or off in day missions.
\par
\par Format: SetSearchLight(who,on)
\par
\par Who = The unit having its searchlight set on or off. Who may be a team or group.
\par
\par On = Whether or not the searchlight is on
\par
\par Returns: Nothing
\par
\par Example usage: SetSearchLight(me,true);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetNavpoint:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Reveals a specific navpoint and sets it as the active nav point in the player\rquote s nav system
\par
\par Format: Setnavpoint(navpoint)
\par
\par Navpoint = The Nav point being set
\par
\par Returns: Nothing
\par
\par Example usage{\*\bkmkstart _Toc460315377}: Setnavpoint(ena_NavAlpha);
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetCombatLeash:}{\b0\f1\cf1
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Sets a leash for units to use in combat. When issued an
OrderAttack(TRUE) or an OrderAttackTactic(<tactic>,TRUE), the combat AI attached to "who" will not allow it to maneuver more than "meters" meters from point "point." To remove the leash, call this function with "meters" == 0. "who" may optionally be a te
am or group.
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1
\par Format: SetCombatLeash(who, point, meters)
\par
\par Who = The unit(s) having their leash set. Who may be a team or group.
\par
\par Point = The locpoint for the center point of the leash
\par
\par Meters = The distance from point that the designated units are allowed to wander during combat
\par
\par Returns: Nothing
\par
\par Example usage: SetcombatLeash(me,Locpoint1,600);
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetGuiTarget:
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Sets the GUI target in the targeting reticle of a specific player
\par
\par Format: SetGUITarget(Src,Target)
\par
\par Src = The player-controlled vehicle that will have its target set
\par Target = The unit being targeted
\par
\par Returns: Nothing
\par
\par Example Usage: SetGUITarget (GetPlayerVehicle(epl_player0),some_enemy);
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 EnablePerWeaponRayCasting:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Turns per-weapon ray-casting on and off for a specific unit.
By default, per-weapon ray-casting is disabled for all units. The per-weapon ray-casting is an extra step during weapon firing where we make absolutely sure each weapon we fire hits or misses according to our gunnery roll (which still doesn't provide 100
provide certainty, but it does get us much closer). This should be used only for units with a very low chance to hit (to make sure they don't accidentally hit) or a very high chance to hit (to make sure they don't accidentally miss). Note that this can po
tentially be expensive, especially when enabled for multiple units, so use it with caution. It is best to use it only for specific key units with very good or very poor aim\emdash and only when within range of the player.
\par
\par Format: EnablePerWeaponRayCasting(Who, Enable)
\par
\par Who: The unit having per-weapon ray-casting turned on or off
\par
\par Enable: A Boolean determining if per weapon ray casting is on or off
\par
\par Returns: Nothing
\par
\par Example usage: EnablePerWeaponRayCasting(Me, True);
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetSensorVisibility:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Sets an object's visibility on sensors (radar)
\par
\par Format: SetSensorVisibility(Who,Visible)
\par
\par Who = The object having sensor visibility set. Who may be a team or group.
\par
\par Visible: A Boolean determining if sensor visibility is on or off. By default, all objects are visible; calling with visible==false will make the object invisible to radar.
\par
\par Returns: Nothing
\par
\par Example usage: SetSensorVisiblity(Eve_StealthMech, False);
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetAutoTargeting:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Turns automatic target switching on or off for a specific unit. Target-switching is on by default for all units (except lancemates given explicit attack commands). \'93
Automatic targeting\'94 means that any unit that has a current target and an attack order (and is perform any tactic other than "defend") may, at its discretion, select a ne
w target during combat. It will keep the same tactic and nothing else will be affected. The decision of what target to pick is based on distance (closer enemies are more likely to be attacked) and who shot the unit most recently (shooting units makes them
want to switch their target to you). There is a bias toward the current target, so all attackers being equal, the unit will not switch. Note that in order to prevent thrashing, the unit will not consider switching to a new target within 12 seconds after i
t has set a new target (or received its original attack order). Once enabled or disabled, the unit's auto-targeting status remains in that state until changed again via SetAutoTargeting().
\par
\par Format: SetAutoTargeting(who,enabled)
\par
\par Who = The unit having auto targeting set on or off. Who may be a team or group
\par
\par Enabled = A Boolean determining if auto targeting is on or off. True = on. False = off.
\par
\par Returns: Nothing
\par
\par Example usage: SetAutoTargeting(me,false);
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetCrouchState:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Makes a unit crouch or \'93uncrouch\'94
\par
\par Format: SetCrouchState(who,crouch)
\par
\par Who = The unit having its crouch state set. Who may be a team or group.
\par
\par Crouch = A Boolean determining if the unit is crouching or not. True = crouch, false = uncrouch. If the unit is attacking, it may decide to uncrouch on its own, depending on its current tactic.
\par
\par Returns: Nothing
\par
\par Example usage: SetCrouchState(me, True);
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetViewMode:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Sets the current camera viewing mode in a single player mission
\par
\par Format: SetViewMode(mode)
\par
\par Mode = The view mode for the player. View modes include the following:
\par
\par \tab VIEW_OUTSIDE_CENTER
\par \tab VIEW_OUTSIDE_RIGHT
\par \tab VIEW_OUTSIDE_LEFT\tab
\par \tab VIEW_IN_MECH
\par
\par Returns: Nothing
\par
\par Example usage: SetViewMode(VIEW_OUTSIDE_CENTER);
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetViewModeSwitchingEnabled:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Turns user-controlled view mode switching (the \'93v\'94 key) on or off. It is enabled by default. This function should only be used in single player missions.
\par
\par Format: SetViewModeSwitchingEnabled(enabled)
\par
\par Enabled = a Boolean variable that sets view mode switching on or off. True = on. False = off.
\par
\par Returns: Nothing
\par
\par Example usage: Setviewmodeswitchingenabled(True);
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 MakeColor:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s28\ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Sets a single value to a specific color so that certain able functions can use that color
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Format: MakeColor(red, green, blue, alpha)
\par
\par Red = The red value for the color. An integer between 0 and 255.
\par Green = The green value for the color. An integer between 0 and 255.
\par Blue = The blue value for the color. An integer between 0 and 255.
\par Alpha = The alpha value for the color. An integer between 0 and 255. 0 is fully transparent and 255 is fully opaque.
\par
\par Returns: An integer value for the color that can be loaded into a variable
\par
\par Example usage: NewColor = MakeColor(120,90,255,255);
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 ShowTimer:
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Will show a timer on the screen. The timer can be attached to a specific ObjectiveID.
\par
\par Format: ShowTimer(timer, objectiveid, timeoffset, timeonleft, color, visible)
\par
\par Timer = Which timer to show the value of
\par ObjectiveID = Which objective to use as text with the timer, will use the appropriate text based on success, fail, and so on. If ObjectiveID is 0 then no text will be used, can also use the id of a help message.
\par TimeOffset = The value the current timer is subtracted from before display, the absolute value is used. Since all timers go up
, you can use this to display a timer counting down. If you want a timer counting down from 60 then set this value to 60. You can play with value to get any type of strangeness you want in the time value displayed.
\par Timeonleft = Whether to display the timer on the left or the right of the text. It is a Boolean. True = left, false = right.
\par Color = What color to draw the text and timer value in. You can use this function to create this value. We suggest 255 for the alpha to make it totally opaque.
\par
\par Visible = Whether or not you want the timer visible. This is a Boolean. True = visible, false = not visible.
\par
\par Returns: Nothing
\par
\par
\par Example usage: ShowTimer(gti_timer_1,Eob_killThemAll, 600, true, 255, true);
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkstart _Toc513584230}Orders{\*\bkmkend _Toc460315377}
{\*\bkmkend _Toc513584230}
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 Orders are the
commands issued to a unit representing a particular action (like attack, flee, and so on).
\par
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Jump:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Tells a unit to jump for a specified number of seconds. The call will be ignored if the specified \lquote Mech does not have jump jets.
\par
\par Format: Jump(who,seconds)
\par
\par Who = ObjectID for the unit jumping. Who must be an individual \lquote Mech.
\par
\par Seconds = An integer setting how many seconds the unit will fire it\rquote s jump jets for
\par
\par Returns: Nothing
\par
\par Example usage: Jump(me,3);
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Fall:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Causes a \lquote Mech to fall forward
\par
\par Format: Fall(who)
\par
\par Who = ObjectID of the \lquote Mech being commanded to fall. The who variable must be a \lquote Mech and may not be a team or group.
\par
\par Returns: Nothing
\par
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Example usage: Fall(me);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 ClearMoveOrder:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Clears all move commands for a unit or group of units
\par
\par Format: ClearMoveOrder(Who)
\par
\par Who = The unit or units having their move orders cleared. Who may be a team or group.
\par
\par Returns: Nothing
\par
\par Example usage: ClearMoveOrder(me);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 OrderDie:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the current unit to die and stop all execution. This can only be cal
led from inside a unit brain and only for the unit being controlled by that brain. This is the last function that will ever be called for a unit.
\par
\par Format: Orderdie
\par
\par Returns: Nothing
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par
\par }{\b\cf1 OrderMoveLookOut}{\cf1 :
\par
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the current unit to execute a lookout order\emdash to basically just stand there and move the torso around looking for a target
\par }{\b\cf1
\par }{\cf1 Format: Ordermovelookout
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }{\b\cf1 OrderFormationMove:
\par }{\cf1
\par }\pard\plain \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Causes the specified group to move along a path in formation
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Format: OrderFormationMove(Group, Path, Speed, type, formation, density, clear)
\par
\par Group = The GroupobjectID for the group moving
\par
\par Path = The path for the group to follow
\par
\par Speed = The group speed in KpH. Should the speed be higher than a unit\rquote s top speed, the unit will move at its top speed but lag behind.
\par
\par Type = Patrol type. The unit can follow the path once and then stop, follow the path continually in a circle, or seesaw back and forth. Valid values for this parameter include the following:
\par
\par \tab MOVE_NOCYCLE
\par \tab MOVE_CIRCLE\tab
\par \tab MOVE_SEESAW
\par
\par Formation = The shape of the formation. A unit\rquote s placement in the formation is determined by his order in the group. Possible formations include the following:
\par
\par }\pard \ql \fi-720\li2160\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin2160\itap0 {\cf1 FORMATION_2x6line
\par FORMATION_1x12line
\par FORMATION_6x2line
\par FORMATION_3x4line
\par FORMATION_3x4scout
\par FORMATION_11wedge
\par FORMATION_11flyingv
\par FORMATION_16wedgefill
\par FORMATION_16flyingVfill
\par FORMATION_13circlefill
\par
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Density = How dense the formation is. Valid values for this parameter include the following:
\par \tab FORMTYPE_SPARSE
\par \tab FORMTYPE_NORMAL
\par \tab FORMTYPE_DENSE
\par
\par Clear = Whether or not the combatai can take over movement at the end of the path. Value is Boolean. True equals yes the combatai can take over, false equals no.
\par
\par }\pard\plain \s29\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \b\f1\fs20\cf1\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b0 Returns: True when the path is completed by the lead vehicle
. Note that this only happens if type is set to MOVE_NOCYCLE. You can keep issuing this order to check for completion.
\par
\par Example usage: OrderFormationMove((groupobjectid(12)), epa_Patrolpath1, 50, MOVE_CIRCLE, FORMATION_2x6line, FORMTYPE_NORMAL, true);
\par }\pard \s29\ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\b0
\par }{OrderMoveTo:}{\b0
\par
\par }\pard \s29\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\b0 Causes the current unit to follow the specified path. The unit will move to the first point in the path and continue along the path from there.
\par
\par Format: OrderMoveTo(path,speed,type,Boolean,clear)
\par
\par Path = Path ID for the path to be followed
\par
\par }\pard\plain \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Spee
d = Speed for the unit to travel in KpH. Should the speed be higher than a unit\rquote s top speed then the unit will move at its top speed but lag behind. Negative values for speed indicate reverse.
\par
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 Type = Patrol type.
The unit can follow the path once and then stop, follow the path continually in a circle or seesaw back and forth. Valid values for this prameter include the following:
\par \tab MOVE_NOCYCLE
\par \tab MOVE_CIRCLE\tab
\par \tab MOVE_SEESAW
\par
\par Boolean = No longer used. Set to True.
\par
\par Clear = Whether or not the combatai can take over movement at the end of the path. Value is Boolean. True = yes the combatai can take over, false = no.
\par
\par }\pard\plain \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1
Returns: True when the path is completed by the unit. Note that this only happens if type is set to MOVE_NOCYCLE. You can keep issuing this order to check for completion.
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Example usage: OrderMoveTo(epa_BaseBackPath, 90, MOVE_SEESAW, true, true);
\par }\pard\plain \s29\ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \b\f1\fs20\cf1\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b0
\par }{OrderMoveToRigid:}{\b0
\par
\par }\pard \s29\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\b0 Behaves like OrderMoveTo above except that the unit will not leave the path. If an obstacle is i
n the way, the unit will simply wait for it to clear. All parameters are identical to OrderMoveTo.
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 OrderMoveResumePatrol:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s29\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \b\f1\fs20\cf1\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b0
Causes the current unit to follow the specified path. The unit will move to the nearest point in the path and continue along the path from there.
\par
\par Format: OrderMoveResumePatrol(path,speed,type,Boolean,clear)
\par
\par Path = Path ID for the path to be followed.
\par }\pard\plain \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1
Speed = Speed for the unit to travel in KpH. Should the speed be higher than a unit\rquote s top speed then the unit will move at its top speed but lag behind. Negative values for speed indicate reverse.
\par
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
Type = Patrol type. The unit can follow the path once and then stop, follow the path continually in a circle or seesaw back and forth. Valid values for this parameter include the following:
\par \tab MOVE_NOCYCLE
\par \tab MOVE_CIRCLE\tab
\par \tab MOVE_SEESAW
\par
\par Boolean = No longer used. Set to true.
\par
\par Clear = Whether or not the combatai can take over movement at the end of the path. Value is Boolean. True = yes the combatai can take over, false = no.
\par
\par }\pard\plain \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Returns: True
when the path is completed by the unit. Note that this only happens if Type is set to MOVE_NOCYCLE. You can keep issuing this order to check for completion.
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Example usage: OrderMoveResumePatrol(epa_BaseBackPath, 90, MOVE_SEESAW, true, true);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\b\cf1
\par }\pard\plain \s29\ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \b\f1\fs20\cf1\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {OrderMoveResumePatrolRigid:}{\b0
\par
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
Behaves just like OrderMoveResumePatrol above except that the unit will not leave the path. If an obstacle is in the way the unit will simply wait for it to clear. All parameters are identical to OrderMoveResumePatrol.}{\b\cf1
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\b\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 OrderMoveFlee:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the current unit to flee from a specific object
\par
\par Format: OrderMoveFlee(who,speed)
\par
\par Who = ObjectID of the unit being fled from
\par }\pard\plain \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Speed = The speed to flee at. Should the speed be higher than a unit\rquote
s top speed, then the unit will move at its top speed and take punishment. Negative values for speed indicate reverse.
\par
\par Returns: Nothing
\par
\par Example usage: OrderMoveFlee(playermech, 600);
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 OrderMoveFollow:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the current unit to follow another unit
\par
\par Format: OrderMoveFollow(who,xoffset,yoffset)
\par
\par Who = ObjectID of the unit being followed
\par
\par Xoffset = Distance offset from the left of the unit being followed. Positive values are to the left, negative values are to the right. Value is relative to the facing of who. Value is in meters.
\par Yoffset = Distance offset from in front of the unit being followed. Positive values are in front, negative values are behind. Value is relative to the facing of who. Value is in meters.
\par
\par Returns: Nothing
\par
\par Example usage: OrderMoveFollow(EVE_ConvoyLeader, -70, -50);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 OrderMoveSit:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the current unit to stop moving and sit down
\par
\par Format: OrderMoveSit(shutdown)
\par
\par Shutdown = Whether or not the unit should power down once it has sat down. This is a boolean. True = shut down once sitting. False = remain powered up once sitting.
\par
\par Returns: Nothing
\par
\par Example usage: OrderMoveSit(True);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 OrderMoveToObject:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the current unit to move toward a specific object
\par
\par Format: OrderMoveToObject(object,speed)
\par
\par Object = ObjectID of the object being approached. This can be a mobile object or even the player.
\par
\par Speed = The speed to travel at in KpH. Negative values indicate travel in reverse.
\par
\par Returns: True when the object has been reached. You can keep issuing OrderMoveToObject() with the same parameters after this call to check for completion of the path.
\par
\par Example Usage: OrderMoveToObject(PlayerMech, 600);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 OrderAttackTactic}{\b0\f1\cf1
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the current unit to attack its current target. The target must have been set first using the SetTarget or FindEnemy commands.
\par
\par Format: OrderattackTactic(Tactic, OverrideMove)
\par
\par Tactic = Which tactic to use. The different tactics are listed below.
\par
\par }\pard \ql \li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 TACTIC_PICK_BEST = Tells the combat AI to pick the best tactic.
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 \tab TACTIC_STOP_AND_FIRE = Approach the targeted enemy to close range. Attempt to fire continuously at all times on approach and arrival.
\par \tab TACTIC_RAM = Move toward the targeted enemy at all times while firing.
\par \tab TACTIC_RUSH = Attempt to stay within close range of the enemy at all times and maneuver at a close range. Always fire.
\par \tab TACTIC_HIT_AND_RUN = Fire on the enemy, run away to a distant range, and repeat. Always fire.
\par \tab TACTIC_FRONT = Attempt to stay in front of the enemy at all times. Always fire.
\par \tab TACTIC_REAR = Attempt to stay several meters behind the at all times. Always fire.
\par \tab TACTIC_CIRCLE_OF_DEATH = Attempt to circle around the enemy. Always fire.
\par \tab TACTIC_BACK_UP_AND_FIRE = Flee the enemy while walking backward to long-weapons range. Always fire.
\par \tab TACTIC_RETREAT = Flee the enemy. Do not fire.
\par \tab TACTIC_STAND_GROUND = Remain still and fire at the target.
\par \tab TACTIC_JUMP_AND_SHOOT = Stay in one place, and if the enemy is in range, jump over the nearby obstacles and shoot it. As with TACTIC_AMBUSH, this is automatically cancelled if the target can see the A.I. unit (i.e., it ha
s a clear line of sight to the unit) when the A.I. unit is standing on the ground.
\par \tab TACTIC_SNIPE = Stay at maximum weapons range from the enemy. Wander around a bit to make yourself harder to hit. Fire at the enemy. Give up and switch to a new tactic if you can't fire after a certain amount of time.
\par \tab TACTIC_SHOOT_ONLY = Only shoot, do not try to move under any circumstances. This is the only tactic turrets can use.
\par \tab TACTIC_DEFEND = Defend the current target from any potential enemies.
\par \tab TACTIC_LOCAL_PATROL = Similar to TACTIC_STAND_GROUND, but the \lquote Mech patrols randomly in a small area.
\par \tab TACTIC_SURRENDER = Stop, pitch torso down, put both arms up, and hold fire.
\par \tab TACTIC_AMBUSH = Rush forward from behind your hiding place, fire, and walk backward to the same s
pot again. As with TACTIC_JUMP_AND_SHOOT, this tactic is automatically cancelled if the target can see the A.I. unit (i.e., it has a clear line of sight to the unit) when the A.I. unit is standing in its hiding place (i.e., the spot where it was first giv
en the attack order with this tactic).
\par \tab TACTIC_DFA = Shoot whenever possible, and try to use jump jets to kick the target in the face. This will only be assigned to \lquote Mechs with jump jets (or assigned explicitly by a designer\emdash make sure it is a \lquote Mech that has
jump jets!).
\par \tab TACTIC_HELI_POPUP = Pop up and down over hills (for helicopters only).
\par \tab TACTIC_DIVE_BOMB = Dive-bomb the target (for Nightshades and Peregrines only).
\par \tab TACTIC_FAST_CIRCLE = Like Circle of Death, but only moves forward and tries to avoid stopping
\par OverrideMove = Whether or not the combatai is allowed to override the movementai. This is a Boolean. True allows the unit to leave a path it is following when attacked. False means the unit will return fire but will not leave its path.
\par
\par Returns: Nothing
\par
\par Example usage: OrderAttackTactic(TACTIC_PICK_BEST, true);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 OrderStopAttacking:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the unit to stop attacking its target
\par
\par Format: OrderStopAttacking
\par
\par Returns: Nothing
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 OrderTakeOff:
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Causes the unit to take off
\par
\par Format: OrderTakeOff(Meters)
\par
\par Meters = How many meters to use for take off. This is ignored if the unit is a helicopter.
\par
\par Returns: True when the unit is in the air. If the unit is not capable of flight (i.e., a \lquote Mech, tank, truck, boat, and so on), then this command returns true immediately.
\par
\par Example usage: OrderTakeOff(50);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 OrderLand:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the current unit to land
\par
\par Format: OrderLand
\par
\par Returns: True when the unit is on the ground
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 OrderDoorOpen:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the current unit to open its doors. This command only works if the unit is a dropship and if the dropship is on the ground.
\par
\par Format: OrderDoorOpen
\par
\par Returns: True when the doors are open
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\b\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 OrderDoorClose:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the current unit to close its doors. This command only works if the unit is a dropship and if the dropship is on the ground.
\par
\par Format: OrderDoorClose
\par
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Returns: True when the doors are closed
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 BoardDropShip:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the group or team to approach and board the dropship
\par
\par Format: BoardDropShip(group,dropship)
\par
\par Group = ObjectID of the group boarding the dropship
\par Dropship = ObjectID of the dropship being boarded
\par
\par Returns: True when all units are aboard
\par
\par Example usage: BoardDropDhip((Groupobjectid(12)),eve_Dropship2);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Startup:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the specified unit to start up
\par
\par Format: Startup(who)
\par
\par Who = the ObjectID of the unit that is to start up
\par
\par Returns: Nothing
\par
\par Example usage: Startup(me);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 ShutDown:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the specified unit to shut down
\par
\par Format: ShutDown(who)
\par
\par Who = The ObjectID of the unit that is to shut down
\par
\par Returns: Nothing
\par
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Example usage: ShutDown(me);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\b\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 StopExecute:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the specified unit to stop executing. The unit will no longer run scripts, it\rquote s A.I. will be shut off.
\par
\par Format: StopExecute(who)
\par
\par Who = The ObjectID of the unit that is to stop executing
\par
\par Returns: Nothing
\par
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Example usage: StopExecute(me);}{\b\cf1
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\b\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 StartExecute:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the specified unit to start executing its scripts again
\par
\par Format: StartExecute(who)
\par
\par Who = The ObjectID of the unit that is to start executing
\par
\par Returns: Nothing.
\par
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Example usage: StartExecute(me);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 FlyBy:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1
Causes the current unit to execute a flyby. The unit will descend to just low altitude and fly over, then ascend back to cruising altitude. If a potential collision can occur, then it will either abort early or not perform the flyby.
\par
\par Format: FlyBy(Who)
\par
\par Who = The ObjectID of the unit being buzzed
\par
\par Returns: True when the flyby is done
\par
\par Example usage: FlyBy(PlayerMech);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SelfDestruct:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the specified unit to self destruct
\par
\par Format: SelfDestruct(who)
\par
\par Who = The unit that is to self destruct
\par
\par Returns: Nothing
\par
\par Example usage: SelfDestruct(me);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 LancemateCommand:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Issues a lancemate command to a specific unit
\par
\par Format: LancemateCommand(who,command)
\par
\par Who = The ObjectID of the unit receiving the command. Who must be an A.I. unit and should belong to a group (}{\i\cf1 not}{\cf1 a team) whose A.I. is set to the \'93lancemate\'94 A.I.
\par
\par Command = The command being issued. Valid commands include the following:
\par \tab LANCEMATE_DEFAULT
\par \tab LANCEMATE_ATTACKPLAYERSTARGET
\par \tab LANCEMATE_DEFENDPLAYERSTARGET
\par \tab LANCEMATE_FORMONME
\par \tab LANCEMATE_HOLDFIRE
\par \tab LANCEMATE_GOTOMYNAVPOINT
\par \tab LANCEMATE_STOP
\par \tab LANCEMATE_SHUTDOWN
\par \tab LANCEMATE_ATTACKNEARESTTHREAT
\par \tab LANCEMATE_REPAIRATNEARESTREPAIRBAY
\par
\par Returns: Nothing
\par
\par Example usage: LancemateCommand(eve_Lancemate2, LANCEMATE_STOP);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Destroy:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Instantly destroys the specified object
\par
\par Format: Destroy(who)
\par
\par Who = The ObjectID for the object being destroyed. Who may be a team or group.
\par
\par Returns: Nothing
\par
\par Example usage: Destroy(eve_patrol1);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkstart _Toc460315378}{\*\bkmkstart _Toc513584231}
Conditionals (Expressions)}{\b0\cf1 {\*\bkmkend _Toc460315378}{\*\bkmkend _Toc513584231}
\par }\pard\plain \s26\ql \li0\ri0\widctlpar\tx720\tqc\tx4320\tqr\tx8640\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 The following is the list of valid conditionals used in the \'93
expressions\'94 fields of FSMs. When returning TRUE, the FSM will execute the \'93statements\'94 within and transition to the new state.
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }{\b\cf1 IsShot:
\par }{\cf1
\par }\pard\plain \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Determines whether a unit has been shot within the last 5 seconds
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Format: IsShot(who)
\par
\par Who = The unit being checked. Who may be a team or group.
\par
\par Returns: True if the unit has been shot within the last 5 seconds. Note that this function will return true if a shot fired by an enemy unit has passed close to the unit as well (range determined by the \'93isshotradius\'94
command). In addition, this command will return true if the unit is shot by friendly fire unless the \'93Setignorefriendlyfire\'94 command is used.
\par
\par Example usage: if ((isshot(me)) == true) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 IsWithin:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines if two objects are within a specified range of one another
\par
\par Format: IsWithin(Object1,Object2,meters)
\par
\par Object1 = The first object of the two to check. Object 1 may be a team or group.
\par Object2 = The second object of the two to check. Object 2 may be a team or gro
up. (Note that if both are teams/groups, there may be performance concerns, especially if object 1 and object 2 are large groups, and if this function is called every frame. Avoid using this between two teams/groups with more than four or five units each.
)
\par
\par Meters = The distance to check for
\par
\par Returns: True if any member of Object 1 and any member of Object 2 are within the specified range of one another
\par
\par Example usage: if ((iswithin(PlayerMech,(groupobjectid(14)),600)) == TRUE) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 IsDead:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines if the specified object is dead
\par
\par Format: Isdead(Who)
\par
\par Who = The object being checked. Who may be a team or group.
\par
\par Returns: True if \'93who\'94 is dead. If \'93who\'94 is a team or group then this function will return true only if the entire team or group is dead.
\par
\par Example usage: If (not (isdead(playermech))) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 IsEqual:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines if two numbers are equal to one another
\par
\par Format: IsEqual(Num1, Num2)
\par
\par Num1 = The first number. This can be a real.
\par Num2 = The second number. This can be a real.
\par
\par Returns: True if Num1 is equal to Num2.
\par
\par Example usage: If (isequal(deadcount,objectivenumber)) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 IsLesser:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines if one number is less than another
\par
\par Format: IsLesser(Num1,Num2)
\par
\par Num1 = The first number. This can be a real.
\par Num2 = The second number. This can be a real.
\par
\par Returns: True if Num1 is Less then Num2.
\par
\par }\pard \ql \li720\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin720\itap0 {\cf1 Example usage: If (isLesser(deadcount,objectivenumber)) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 IsGreater
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines if one number is Greater than another.
\par
\par Format: IsGreater(Num1, Num2)
\par
\par Num1 = the first number. This can be a real.
\par Num2 = The second number. This can be a real.
\par
\par Returns: True if Num1 is greater then Num2
\par
\par }\pard \ql \li720\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin720\itap0 {\cf1 Example usage: If (isGreater(deadcount,objectivenumber)) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 EqualId:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines if one number is less than another
\par
\par Format: Equalid(Who1,Who2)
\par
\par Who1 = ObjectID for the first object
\par Who2 = ObjectID for the second object
\par
\par Returns: True if Num1 is Less then Num2
\par
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Example usage: If (Equalid(EVE_APC1,Mytarget)) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\b\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 IsShutdown:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Detemines if the selected unit is shutdown
\par
\par Format: IsShutdown(who)
\par
\par Who = The unit being checked. Does not work for teams or groups.
\par
\par Returns: True if the selected unit is shut down. Note that for destroyed objects, it will still return false, since \'93dead\'94 and \'93shut down\'94 are not the same thing.
\par
\par Example usage: If ((isShutdown(mytarget)) == true) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 IsWithinLocPoint:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines if a specific unit or any member of a specific group of units is within a specified range of a specified loc point
\par
\par Format: IsWithinLocPoint(who,point,meters)
\par
\par Who = The unit being checked. Who may be a team or group.
\par Point = The loc point being checked.
\par Meters = The range from the loc point that is being checked
\par
\par Returns: True if the unit is within range of the loc point. If \'93who\'94 is a team or group, it will return true if any member of that team or group is within range of the loc point.
\par
\par Example usage: if ((iswithinLocpoint(playermech,Locpoint1,450)) == true) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\b\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 PlayerShooting:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines if a specific player has fired his weapons within a specified time period
\par
\par Format: PlayerShooting(who,seconds)
\par
\par Who = The player being checked
\par Seconds = The time period to check
\par
\par Returns: True if the specified player has fired weapons within the specified number of seconds
\par
\par Example usage: If (playershooting(GetplayerVehicle(epl_player0),7) == false) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\b\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 TacticIsFinished:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1
Determines if the specified unit is using a special ambush-type tactic (TACTIC_AMBUSH, TACTIC_JUMP_AND_SHOOT, TACTIC_HELI_POPUP) and the tactic considers itself to be \'93finished\'94\emdash i.e., it believes that the player can see it when it is \'93
hidden\'94 so the tactic will no longer be effective
\par
\par Format: TacticIsFinished(who)
\par
\par Who = The unit being checked. Does not work for teams or groups.
\par
\par Returns: True if the tactic is finished
\par
\par Example Usage: if (Tacticisfinished(eve_ambushMech1)) then
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkstart _Toc513584232}Group/Team Functions
{\*\bkmkend _Toc513584232}
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
Groups are organized in the mission script and are deliberate groupings of units in a single-player mission designed to make organization and coding of the mission easier.
\par
\par Teams are teams in a multiplayer game.
\par
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GroupObjectID:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Converts a GroupID to a GroupObjectID. You }{\i\cf1 must}{\cf1
use this function to convert a group ID to an ObjectID for any function that takes a group as an object ID (i.e. any function that uses groups).
\par
\par Format: GroupObjectID(Group_id)
\par
\par Group_id = The Number assigned to that group by the group add object command
\par
\par Returns: The ObjectID for that group
\par
\par Example Usage: If (isdead(Groupobjectid(12))) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 TeamObjectID:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Converts a team number
to a special TeamObjectID. This is identical to GroupObjectID(), but allows you to work with teams as if they were groups for any ABL functions that work with groups\emdash
i.e., you may use this function to convert a team number to an ObjectID for any function that takes a group as an object ID (any function that uses groups)
\par
\par Format: TeamObjectID(Team)
\par
\par Team = The team number to be converted to an ObjectID. The value of \'93team\'94 must be a group number between 1 and 8 to specify all the members of a given group, or
0 to indicate all vehicles which are members of any valid groups. For example, if you want to destroy all members of team 2, call Destroy(TeamObjectID(2));
\par
\par Returns: Nothing
\par
\par Example usage: If (isdead(Teamobjectid(2))) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 \tab
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GroupAddObject:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Adds a speci
fic object to a specific group. This is the way a group is created; if the group did not exist before, the addition of an object to the group summons it into existence implicitly. Group 1 is the player\rquote
s group in a single-player mission and should not be used. Valid group IDs are 2 through 9999.
\par
\par Format: GroupAddObject(Group,who)
\par
\par Group = The ObjectID of the group that the unit is being added to
\par Who = The unit being added
\par
\par Returns: Nothing
\par
\par Example usage: GroupAddObject(GroupObjectid(5),eve_Convoy1);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GroupAllDead:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines if all members of a specific group or team are dead.
\par
\par Format: GroupAllDead(Group)
\par
\par Group = the ObjectID for the group or team being checked
\par
\par Returns: True if all members of the group or team are dead
\par
\par Example usage: if (Groupalldead(Groupobjectid(4))) then}{\i\cf1
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GroupRemoveObject:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Removes the specified unit from the specified group. This function does not work with teams.
\par
\par Format: GroupRemoveObject(Group,Who)
\par
\par Group = The group that the unit is to be removed from
\par
\par Who = The unit being removed
\par
\par Returns: Nothing
\par
\par Example usage: GroupRemoveObject(Groupobjectid(23),EVE_Barge3);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GroupNumDead
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Determines the number of units dead in a specific group. This function does not work with teams.
\par
\par Format: GroupNumDead(Group)
\par
\par Group = The Group being checked
\par
\par Returns: The number of units dead in that group
\par
\par Example usage: if ((groupnumdead(groupobjecid(32))) > 4) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GroupSize:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Determines the number of units in a specific group.
\par
\par Format: GroupSize(Group)
\par
\par Group = The group being checked. This function works with teams as well.
\par
\par Returns: The size of the group. If there is no such group this function will return 0.
\par
\par Example Usage: NuminTeam = Groupsize(TeamObjectid(4));
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b0\f1\cf1
\par }{\f1\cf1 GroupContainsObject:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines if the specified object is in the specified group. This function does not work with teams.
\par
\par Format: GroupContainsObject(group,object)
\par
\par Group = ObjectID of the group being checked
\par Object = ObjectID of the object being checked
\par
\par Returns: True if the specified group contains the specified object
\par
\par Example Usage: If ((GroupContainsObject(Groupbjectid(31),EVE_Attacker3)) == TRUE) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 GroupAllWithin:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines if all members of a specific group are in a specific area. This function does not work with teams.
\par
\par Format: GroupAllWithin (group,target,range)
\par
\par Group = ObjectID of the group that is being checked
\par Target = ObjectID of the object being checked against
\par Range = Range from the object to be checked
\par
\par Returns: True if all members of the group still alive are within the specified range of the specified object
\par
\par Example usage: if (groupallwithin(groupobjectid(11), ena_navAlpha, 400)) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetGroupAI:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Sets a specific A.I. type to a specific group. This function does not work with teams.
\par
\par Format: SetGroupAI(Group,ai)
\par
\par Group = ObjectID of the group having its A.I. set.
\par AI = The A.I. type to be assigned to that group. A.I. types include the following:
\par
\par \tab GROUPAI_NONE = No group A.I. Used to remove a groupai from a group that already has one.
\par \tab GROUPAI_LANCEMATE = Uses lancemate A.I.\emdash all vehicles after the first are considered lancemates of the first.
\par \tab GROUPAI_RADIOSQUAD = Serves no purpose other than to propagate IsShot () notifications through all members of the group. If one member of the group is shot, then the IsShot function will return true for all members.
\par \tab GROUPAI_MOODSQUAD = Same as a "radio squad," but members' moods are shared\emdash i.e., there is a single "group mood" that is affected proportionally by anything that happens to any individu
al unit, and each unit responds according to this group mood.
\par \tab GROUPAI_FOCUSFIRESQUAD = Same as a \'93radio squad\'94 but all members of a group will tend to choose the same target more often.
\par
\par Returns: Nothing
\par
\par Example Usage: SetGroupAI((GroupObjectid(8)),GROUPAI_RADIOSQUAD);
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkstart _Toc513584233}{\*\bkmkstart Timer_Functios}
Timer Functions{\*\bkmkend _Toc513584233}
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkend Timer_Functios}
All timer functions use one of 32 different timers. These timers are named gti_timer_0 through gti_timer_31.
\par
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Gettimer:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines the current value of a specific timer
\par
\par Format: GettTimer(Timer)
\par
\par Timer = The ID of the timer being checked
\par
\par Returns: The current value of the timer, in seconds, rounded to the nearest integer
\par
\par Example usage: Currenttime = Gettimer(gti_timer_3);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Settimer
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Sets a specific timer to a specific value
\par
\par Format: Settimer(timer,value)
\par
\par Timer = The ID of the timer being set
\par Value = The new value for the timer. This is an integer and is in seconds.
\par
\par Returns: Nothing
\par
\par Example usage: Settimer(gti_timer_2,45);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 TimeLesser:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines if the current value of a specific timer is less than a specific number of seconds.
\par
\par Format: TimeLesser(timer,num)
\par
\par Timer = The ID of the timer being checked.
\par Num = The number of seconds being checked against.
\par
\par Returns: True if the current value of the timer is less than the number of seconds being checked against.
\par
\par Example usage: if (timelesser(gti_timer_1,24)) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 TimeGreater:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines if the current value of a specific timer is greater than a specific number of seconds
\par
\par Format: TimeGreater(timer,num)
\par
\par Timer = The ID of the timer being checked
\par Num = The number of seconds being checked against
\par
\par Returns: True if the current value of the timer is greater than the number of seconds being checked against
\par
\par Example usage: if (timeGreater(gti_timer_1,24)) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 StartTimer:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes a timer to start counting up from 0
\par
\par Format: StartTimer(Timer)
\par
\par Timer = The ID of the timer being started.
\par
\par Returns: Nothing
\par
\par Example usage: Starttimer(gti_Timer_5);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 KillTimer:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the specified timer to stop counting. Note that this command does NOT reset the timer to 0.
\par
\par Format: KillTimer(timer)
\par
\par Timer = The ID of the timer being killed.
\par
\par Returns: Nothing
\par
\par Example usage: KillTimer(gti_timer_5);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s29\ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \b\f1\fs20\cf1\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {ResetTimer:}{\b0
\par
\par }\pard \s29\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\b0 Resets the specified timer to 0 and starts it counting again.
\par
\par Format: ResetTimer(Timer)
\par
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 Timer = The ID of the timer being reset
\par }\pard\plain \s29\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \b\f1\fs20\cf1\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b0
\par Returns: Nothing
\par
\par Example usage: ResetTimer(gti_timer_20);
\par }\pard \s29\ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\b0
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 PauseTimer:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Pauses or \'93unpauses\'94 a specific timer
\par
\par Format: PauseTimer(timer,pause)
\par
\par Timer = The ID of the timer to be paused or unpaused
\par Pause = A Boolean setting whether to pause or unpause the timer. True is pause and false is unpause. Pausing is nested\emdash i.e., if you call pause (5,true) two times then you need to call pause (5,false) twice to start running again.
\par
\par Returns: Nothing
\par
\par Example usage: PauseTimer(gti_timer_8,true);
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkstart _Toc513584234}{\*\bkmkstart Objective_fuctions}
Objective Functions{\*\bkmkend _Toc513584234}
\par }\pard\plain \s26\ql \li0\ri0\widctlpar\tx720\tqc\tx4320\tqr\tx8640\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkend Objective_fuctions}
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 RevealObjective:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Reveals a specific objective in the mission
\par
\par Format: RevealObjective(ObjectiveID)
\par
\par ObjectiveID = The objective being revealed
\par
\par Returns: Nothing
\par
\par Example usage: RevealObjective(eob_Killemall);
\par }\pard\plain \s26\ql \li0\ri0\widctlpar\tx720\tqc\tx4320\tqr\tx8640\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 HideObjective:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Hides a specific objective from the player
\par
\par Format: HideObjective(ObjectiveID)
\par
\par ObjectiveID = The objective being hidden
\par
\par Returns: Nothing
\par
\par Example usage: HideObjective(eob_findWarehouse);
\par }\pard\plain \s26\ql \li0\ri0\widctlpar\tx720\tqc\tx4320\tqr\tx8640\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 FailObjective
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Causes a specific objective to be failed
\par
\par Format: FailObjective(ObjectiveID)
\par
\par ObjectiveID = The objective being failed
\par
\par Returns: Nothing
\par
\par Example usage: FailObjective(eob_stayalive);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 \tab
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SuccessObjective:
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Causes a specific objective to be marked successful
\par
\par Format: SuccessObjective(ObjectiveID)
\par
\par ObjectiveID = The objective being succeeded.
\par
\par Returns: Nothing
\par
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Example usage: SuccessObjective(eob_stayalive);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 ShowAllRevealedObjectives:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes all currently revealed objectives to be visible on the screen
\par
\par Format: ShowAllRevealedObjectives
\par
\par Returns: Nothing
\par
\par Example usage: ShowAllRevealedObjectives
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 CheckObjectiveCompletion:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines the current state of a specific objective
\par
\par Format: CheckObjectiveCompletion(ObjectiveID)
\par
\par ObjectiveID = The objective being checked.
\par
\par Returns: The status of the objective. Different statuses include the following:
\par
\par \tab OBJECTIVE_NEUTRAL
\par \tab OBJECTIVE_SUCCEEDED
\par \tab OBJECTIVE_FAILED
\par
\par Example usage: if ((CheckObjectiveCompletion(eob_BlowUpFactory)) == OBJECTIVE_SUCCEEDED) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\b\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 HelpMessage:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the specified help message to be displayed on the screen for the specified amount of time
\par
\par Format: HelpMessage(helpid,time)
\par
\par Helpid = The ID of the help message being displayed. A help message is an objective with the help message flag set.
\par Time = The number of seconds to display the message. Time is an integer.
\par
\par Returns: Nothing
\par
\par Example usage: HelpMessage(eob_tellthemtoturnright, 15);
\par }\pard\plain \s26\ql \li0\ri0\widctlpar\tx720\tqc\tx4320\tqr\tx8640\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 EndMission:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the mission to end if either success or failure with a delay of a specified number of seconds.
\par
\par Format: EndMission(Successful, time)
\par
\par Successful = a Boolean that determines if the mission was a success or failure. TRUE = success, FALSE = failed.
\par Time = delay before mission end.
\par
\par Returns: Nothing
\par
\par Example usage: EndMission(False, 15);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkstart _Toc513584235}{\*\bkmkstart Audio_Funcitions}
Audio Functions{\*\bkmkend _Toc513584235}
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkend Audio_Funcitions}
\par Sounds come in three types: generic sounds, mission-specific sounds, and music.
\par
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\fs24\cf1 Generic sounds
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Generic sounds are those sounds that are always loaded into the game. They do not need to be specifically called out in any of the mission\rquote s files as the game already knows they exist. A list of all generic sounds can be found in }
{\field\flddirty{\*\fldinst {\cf1 HYPERLINK "Audio_Generic.rtf" }{\cf1 {\*\datafield
00d0c9ea79f9bace118c8200aa004ba90b02000000010000000303000000000000c00000000000004600000d000000415544494f5f7e322e52544600ffffadde00000000000000000000000000000000000000002800000022000000030041007500640069006f005f00470065006e0065007200690063002e007200740066
0000006e00}}}{\fldrslt {\cs15\ul\cf2 Audio_Generic.rtf}}}{\cf1 .
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b0\f1\fs24\cf1
\par }{\f1\fs24\cf1 Mission-Specific Sounds
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Mission-specific sounds are sounds created for use in a specified mission only. Should a designer create sounds for use in a specific mission, those sounds must be listed in the .sounds file for that mission. Format for listing sound is as follows:
\par
\par [VO\\OP1\\MI1\\Boom_Pet.wav]
\par cached=no
\par streamed=no
\par
\par Line 1 is the location and name of the file. The system assumes that the path begins in the game\rquote s root\\content\\audio folder. Such
a folder will have to be made in order to hold the sounds. For example, the above line is telling the system that the sound Boom_Pet.wav is located off the game\rquote s root directory in \\content\\audio\\VO\\OP1\\MI1\\.
\par
\par The name of the sound MUST have a talker ID a
ttached to it via an underscore. The talker ID is comprised of the three letters after the underscore. Only that one underscore may be in the name of the sound. For example, the talker ID for the above sound is \'93pet.\'94
Valid Talker IDs include the following:
\par
\par TALKER_IAN, TALKER_RAT, TALKER_CAS, TALKER_GON,\tab
TALKER_JEN, TALKER_TER, TALKER_DAM, TALKER_RES, TALKER_65C, TALKER_EV1, TALKER_EV2, TALKER_SAL, TALKER_REC, TALKER_SUP, TALKER_FO1, TALKER_FO2, TALKER_FO3, TALKER_FO4, TALKER_FO5, TALKER_FO6, TALKER_PI1,
TALKER_PI2, TALKER_PI3, TALKER_PI4, TALKER_ART, TALKER_SHE, TALKER_BD1, TALKER_BD2, TALKER_FOX, TALKER_KIL, TALKER_SGT, TALKER_ROM, TALKER_XRY, TALKER_CCG, TALKER_ERL, TALKER_PA1, TALKER_PA2, TALKER_PA3, TALKER_PA4, TALKER_BRV, TALKER_CHL, TALKER_DEN, TAL
KER_RCG, TALKER_VRD, TALKER_VOR, TALKER_HQ1, TALKER_HQ2, TALKER_HQ3, TALKER_MED, TALKER_SFQ, TALKER_CJK, TALKER_ABC, TALKER_BRK, TALKER_CST, TALKER_ROL, TALKER_WIL, TALKER_EPS, TALKER_PET, TALKER_EP2, TALKER_BET
\par
\par Cached and streamed are set to no for most sounds. They should be set to yes only for extremely large sounds causing problems with performance.
\par
\par All sounds must be recorded as 22 kHz, 16 bit, mono .wav files.
\par
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\fs24\cf1 Music
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par All available music is listed in the }{\field\flddirty{\*\fldinst {\cf1 HYPERLINK "Audio_Music.rtf" }{\cf1 {\*\datafield
00d0c9ea79f9bace118c8200aa004ba90b02000000010000000303000000000000c00000000000004600000d000000415544494f5f7e312e52544600ffffadde0000000000000000000000000000000000000000240000001e000000030041007500640069006f005f004d0075007300690063002e007200740066000000bf
00}}}{\fldrslt {\cs15\ul\cf2 Audio_Music.rtf}}}{\cf1 file.
\par
\par }\pard\plain \s7\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel6\adjustright\rin0\lin0\itap0 \b\f1\fs24\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 Sound Commands
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 PlayVoiceOver:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Plays the specified sound. If called more than once, the sound will be played more than once.
\par
\par Format: Playvoiceover(\'93sound\'94,talker_id)
\par
\par Sound = The location and name of the sound.
Location is the location of the sound from the audio directory. The name of the sound is the file name of the sound MINUS the talker id and extension. This is a string and therefore must be placed in quotes. For example\'85 let\rquote
s say that Mech IV is sitting in c:\\mw4. Inside that I make sure there is a folder named \'93content\'94, then I make sure there is a folder in THAT named \'93audio\'94
. The game will assume that all sounds are in that folder and will add that location to all sound names. So if I list as a sound name \'93VO\\OP3\\MI2\\Joe\'94 the system will look for a file named Joe in c:\\mw4\\content\\audio\\ VO\\OP3\\MI2. The file
\'93Joe\'94 will also have an underscore and talker id attached to it.
\par Talker_id = the talker id of the sound being played. Using the example above, let\rquote s say I was using FO2 as my talker id for joe. The file would actually be named Joe_FO2.Wav
\par
\par Returns: Nothing
\par
\par Example Usage: PlayVoiceOver("VO\\OP3\\MI1\\Intro",talker_rat);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 PlayVoiceOverOnce:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Works exactly as PlayVoiceover above. The only difference is that the sound will only be played once, no matter how many times the command is called.
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 KillVoiceOvers:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Kills all voiceovers currently playing
\par
\par Format: KillVoiceovers
\par
\par Returns: Nothing
\par
\par Example usage: KillVoiceOvers;
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 StartMusic:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s26\ql \fi-720\li1440\ri0\widctlpar\tx720\tqc\tx4320\tqr\tx8640\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 Plays a specified piece of music
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Format: StartMusic(\'93Music\'94,old_timeout,new_timein,new_volume)
\par
\par Music = tTshe name of the music file. The name must have music\\ in front of it. As the name of the music is a string, it must be surrounded by quotes.
\par Old_timeout = How quickly to bring down the volume on any old music playing at the time this function is called. This is a real.
\par New_timein = How long, in seconds, it will take for the new music to fade in. This is a real.
\par New_volume = The final volume level of the new music. This is an integer with a range of 0 to 100.
\par
\par Returns: Nothing
\par
\par Example usage: StartMusic(\'93Music\\Sander",3.5,3.0,50);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 IsMusicPlaying:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines if there is any music playing
\par
\par Format: IsMusicPlaying
\par
\par Returns: True if music is playing. False if no music is playing.
\par
\par Example usage: if (not ismusicplaying) then
\par }\pard\plain \s26\ql \li0\ri0\widctlpar\tx720\tqc\tx4320\tqr\tx8640\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkstart _Toc460315380}{\*\bkmkstart _Toc513584236}
Miscellaneous Functions{\*\bkmkend _Toc460315380}{\*\bkmkend _Toc513584236}
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Distance:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines the distance between two loc points
\par
\par Format: Distance (p1,p2)
\par
\par P1 = The first loc point
\par P2 = The second loc point
\par
\par Returns: Distance between the two points in meters. This is an integer. Height differential is ignored.
\par
\par Example usage: if ((distance(Locpoint1,locpoint2)) < 400) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 PlayerAI:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Turns on and off player\rquote s control of his or her \lquote Mech
\par
\par Format: Playerai(objectid,Boolean)
\par
\par Objectid = Tshe objectID of the unit being placed under control of player.abl. This must be set to a player ID.
\par Boolean = Whether or not the player\rquote s \lquote Mech is under the control of the player.abl script. If true, the player does not have control of his or her \lquote Mech. Instead, the \lquote
Mech is under the control of the player.abl script. If false, the player has control of his or her \lquote Mech.
\par
\par Returns: Nothing
\par
\par Example usage: Playerai(epl_player0,true);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Rand:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Generates a random number between two specific numbers, inclusive
\par
\par Format: Rand(low,high)
\par
\par Low = The low end of the range for the random number to be generated. This is an integer.
\par High = The high end of the range for the random number to be generated. This is an integer.
\par
\par Returns: A random integer between the low number and the high one, inclusive
\par
\par Example Usage: SetSkillLevel(me,(rand(40,80)),50,-1);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 PlayEffect:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the specified effect to play
\par
\par Format: PlayEffect(what)
\par
\par What = The effect being played
\par
\par Returns: Nothing
\par
\par Example Usage: Playeffect(ede_FlareAlpha);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 KillEffect:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the specified effect to stop playing
\par
\par Format: KillEffect(what)
\par
\par What = The effect being killed
\par
\par Returns: Nothing
\par
\par Example usage: Killeffect(ede_FlareAlpha);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 RevealNavpoint:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Reveals a specific nav point but (unlike SetNavPoint) does NOT set it as the active nav point in the player\rquote s nav system
\par
\par Format: Revealnavpoint(navpoint)
\par
\par Navpoint = The nav point being revealed
\par
\par Returns: Nothing
\par
\par Example usage: Revealnavpoint(ena_NavAlpha);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 Teleport:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes a specific unit to teleport to a specific spot in the world. The unit will automatically snap to the ground upon teleporting.
\par
\par Format: Teleport(who,point)
\par
\par Who = The object being teleported. Who may not be a team or group.
\par Point = A loc point for the spot in the world where the unit will teleport to
\par
\par Returns: Nothing
\par
\par Example Usage: Teleport(me,Locpoint3);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 TeleportToHell:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes a specific unit to move to coordinates that are off the map. This c
ommand will not work properly if the unit is under a move order (even ordermovelookout) or is in combat. As such, the unit should first perform a shutdown command to ensure that it is not attempting to move in any way.
\par
\par Format: TeleportToHell(who)
\par
\par Who = The unit being teleported
\par
\par Returns: Nothing
\par
\par Example usage: TeleportToHell(me);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s29\ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \b\f1\fs20\cf1\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b0\i The following two Commands only apply to \lquote
Mechs (due to expense), and only two or three should be active at the same time.
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b\cf1
\par }\pard\plain \s8\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel7\rin0\lin0\itap0 \b\f1\fs20\cf1\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {CreateHeatSphere:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Creates a sphere of influence wherein heat behaves differently than normal
\par
\par Format: CreateHeatSphere(object,radius,seconds,percentage)
\par
\par Object = ObjectID for the object which the sphere will be centered upon
\par
\par Radius = The radius of the sphere in meters
\par
\par Seconds = How many seconds the sphere will last
\par
\par Percentage = What effect the sphere has on heat generation. A value of 100 means that heat generation is normal. The higher above 100, the more heat is generated. The lower the number, the less heat generated. Therefore, a
value of 200 means that all weapons fire will generate twice as much heat as normal, whereas a value of 50 means that heat generated will be halved.
\par
\par Returns: Nothing
\par
\par Example usage: CreateHeatSphere(EBU_Gastank1,50,15,200);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s8\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel7\rin0\lin0\itap0 \b\f1\fs20\cf1\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {CreateRadarSphere:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Creates a sphere of influence that affects the sensors\rquote ability to work.
\par
\par Format: CreateRadarSphere(object,radius,seconds,percentage)
\par
\par Object = ObjectID for the object which the sphere will be centered upon
\par
\par Radius = The radius of the sphere in meters
\par
\par Seconds = How many seconds the sphere will last
\par
\par Percentage = The efficiency of radar while someone is inside the sphere. For example, if you put 50 in, every \lquote Mech's radar in the sphere's distance will be cut in half, while 0 would render sensors useless, 200 would double the range, and so on.
\par }\pard\plain \s30\ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 \f1\fs20\cf1\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {
\par Returns: Nothing
\par
\par Example usage: CreateRadarSphere(EBU_Generator1, 400, 20, 45);
\par }\pard \s30\ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {
\par }\pard\plain \s8\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel7\rin0\lin0\itap0 \b\f1\fs20\cf1\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {Switch:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Performs a series of difference commands based on the incrementing value of a specific value
\par
\par Format: switch (Switchvariable)
\par
\par \tab Case X:
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1 \tab \tab
\par \tab \tab Commandset1;
\par
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 \tab Endcase;
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 \tab Case Y:
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1 \tab \tab
\par \tab \tab Commandset2;
\par
\par \tab \tab Endcase;
\par
\par \tab \tab Endswitch;
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1
\par
\par Switchvariable = The value to be checked
\par X = The first value to check against
\par Commandset1 = The first set of commands to run. If Switchvariable = X then all the commands in commandset1 will be run.
\par Y = The second value to check against
\par Commandset2 = The second set of commands to run. If Switchvariable = Y then all the commands in commandset2 will be run.
\par
\par Note that there can be more than two cases checked.
\par }\pard\plain \s30\ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 \f1\fs20\cf1\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {
\par Returns: Nothing
\par
\par }\pard \s30\ql \fi720\li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {Example usage:
\par
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 \tab switch (getmemoryinteger(me,9))
\par
\par \tab case 1:
\par \tab \tab //AlphaMechs
\par \tab \tab attackrange = 650;
\par \tab \tab path = epa_Alphapath;
\par \tab endcase;
\par \tab \tab \tab \tab \tab \tab
\par \tab case 2:
\par \tab \tab //BetaMechs
\par \tab \tab attackrange = 700;
\par \tab \tab mytactic = tactic_circle;
\par \tab \tab path = epa_Betapath;
\par }\pard\plain \s30\ql \fi720\li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\cf1\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\tab endcase;
\par
\par \tab endswitch;
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkstart _Toc513584237}Debugging Functions
{\*\bkmkend _Toc513584237}
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Note that all of the below functions take no parameters whatsoever and should be used solely for debugging purposes.
\par
\par }{\b\cf1 EnableAIStats:}{\cf1
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Turns on the on-screen A.I. and diagnostics statistics
\par }\pard\plain \s26\ql \li0\ri0\widctlpar\tx720\tqc\tx4320\tqr\tx8640\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b\cf1 DisableAIStats:}{\cf1
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Turns off the on-screen A.I. and diagnostics statistics
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }{\b\cf1 EnableMoveLines:}{\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Turns on the movement lines for A.I. units. Shows the last destination that the combat A.I. issued to the movement A.I.
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }{\b\cf1 DisableMoveLines:}{\cf1
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Turns off the movement lines for A.I. units [see EnableMoveLines()]
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }{\b\cf1 EnableGlobalInvulnerable}{\cf1 :
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Makes all non-A.I. units invulnerable}{\b\i\cf1
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }{\b\cf1 DisableGlobalInvulnerable}{\cf1
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Turns off invulnerability for all non-A.I. units}{\b\cf1
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }{\b\cf1 ShowLattice:}{\cf1
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Displays the lattice for the current mission
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkstart _Toc460315379}{\*\bkmkstart _Toc513584238}
{\*\bkmkstart Camera_Functions}In-Game Cinema Related Functions{\*\bkmkend _Toc460315379}{\*\bkmkend _Toc513584238}
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkend Camera_Functions}
These functions work ONLY when plotting out an in engine cinema. Real numbers or floats are numbers with de
cimal places (such as 1.5 ). The cinema requires sub-meter and sub-second resolution, and it is easier to do with real numbers than with centimeters and tenths of seconds.
\par
\par Each camera actually consists of two objects that can be manipulated. These are cal
led the camera and the target. The camera is defined by where the player will be looking from during the cinema. The target is what he is looking at. Both may be manipulated to create a variety of effects.
\par
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 CinemaStart:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Activates the cinema system. Turns off the HUD, turns on letterboxing.
\par
\par Format: CinemaStart
\par
\par Returns: Nothing
\par
\par Example usage: CinemaStart;
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 StopCinema:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Deactivates the cinema system
\par
\par Format: StopCinema
\par
\par Returns: Nothing
\par
\par Example usage: StopCinema;
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 CinemaSkip:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Detects if someone has pressed the space bar during a cinema
\par
\par Format: CinemaSkip
\par
\par Returns: True if the space bar is pressed during a cinema
\par
\par Example usage: if (cinemaskip) then
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetActiveCamera:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Switches view to a specific camera
\par
\par Format: SetActiveCamera(Camera)
\par
\par Camera = The ObjectID for a specific camera
\par
\par Returns: Nothing
\par
\par Example Usage: SetActiveCamera(eca_Cameraship1);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 CameraFollowObject:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the currently active camera to follow a specific object
\par
\par Format: CameraFollowObject(Object)
\par
\par Object = The ID of the object for the active camera to follow. The camera will place itself in the center of the object unless the CameraOffset command is used.
\par
\par Returns: Nothing
\par
\par Example usage: CameraFollowObject(PlayerMech);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 CameraFollowPath:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the currently active camera to follow the specified path
\par
\par Format: CameraFollowPath(path,speed)
\par
\par Path = The ID of the path the camera is to follow. The camera will follow the path directly. If you want the camera to follow the path at an offset (i.e., the path is on t
he ground and you want the camera to be 10 meters above the ground), you must use the cameraoffset command as well.
\par
\par Speed = The speed for the camera to move in KpH. This is an integer.
\par
\par Returns: Nothing
\par
\par Example usage: CameraFollowPath(epa_Basepath, 60);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 CameraOffset:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1
Offsets the camera from whatever object or path it is currently following. Without the camera offset command, the camera will follow an object by sitting in the object\rquote s center point. This command is also very useful causing graceful arcs a
round an object, even when that object is moving.
\par
\par Format: CameraOffset(X,Y,Z,time,local)
\par
\par X = Offset distance in meters along the X axis. This is a real.
\par Y = Offset distance in meters along the Y axis This is a real.
\par Z = Offset distance in meters along the Z axis This is a real.
\par Time = The time that the camera will take to get from its old position to its new one. This is a real. If time is set to 0, the camera will teleport to its new location.
\par Local = A Boolean. If set to true, the camera will follow terrain as it travels. If set to FALSE, it will not.
\par
\par Returns: Nothing
\par
\par Example usage: CameraOffset(30.5, -50.0, 73.0, 8.0, TRUE);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 CameraPosition:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Detaches the camera and moves it to the specified world position
\par
\par Format: CameraPosition(X,Y,Z,time)
\par
\par X = World position in meters along the X axis. This is a real.
\par Y = World position in meters along the Y axis This is a real.
\par Z = World position in meters along the Z axis This is a real.
\par Time = The time that the camera will take to get from its old position to its new one. This is a real. If time is set to 0, the camera will teleport to its new location.
\par
\par Returns: Nothing
\par
\par Example usage: CameraPosition(2032.0,1000.0,-750.0,20.0);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }{\b\cf1 CameraDetach:
\par }{\cf1
\par }\pard\plain \s26\ql \fi-720\li1440\ri0\widctlpar\tx720\tqc\tx4320\tqr\tx8640\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 Detaches the current camera and stops its movement
\par
\par Format: CameraDetach
\par
\par Returns: Nothing
\par
\par Example usage: CameraDetach;
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b\cf1
\par OverrideCameraPitch, OverrideCameraRoll, OverrideCameraYaw:
\par }{\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Turns off pointing at the target in the appropriate axis and rotates the camera t
he specified number of degrees. The time value allows you to smoothly get to the new position over the time period. This can force level views or simple pan/rotate effects without utilizing the target.
\par
\par Format: OverrideCameraPitch(degrees,time)
\par
\par Degrees = How many degrees to move the camera. This is a real.
\par Time = The time that the camera will take to get from its old position to the new one. This is a real.
\par
\par Returns: Nothing
\par
\par Example usage: OverrideCameraRoll(20.0,10.0);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }{\b\cf1 ResetCameraOverrides:}{\cf1
\par
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Turns off all camera overrides
\par
\par Format: ResetCameraOverrides
\par
\par Returns: Nothing
\par
\par Example usage: ResetCameraOverrides;
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 TargetFollowObject:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the target attached to the currently active camera to follow a specific object
\par
\par Format: TargetFollowObject(Object)
\par
\par Object = The ID of the object for the target to follow. The target will place itself in the center of the object unless the TargetOffset command is used.
\par
\par Returns: Nothing
\par
\par Example usage: TargetFollowObject(PlayerMech);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 TargetFollowPath:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes the currently active target to follow the specified path
\par
\par Format: TargetFollowPath(Path,Speed)
\par
\par Path = The ID of the path the target is to follow. Note that the target will follow the path directly. If you want the target to follow the path at an offset (i.e., the
path is on the ground and you want the target to be 10 meters above the ground), you must use the targetoffset command as well.
\par
\par Speed = The speed for the Target to move in KpH. This is an integer.
\par
\par Returns: Nothing
\par
\par Example usage: TargetFollowPath(epa_Basepath, 60);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 {\*\bkmkstart Targetoffset}TargetOffset{\*\bkmkend Targetoffset}:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1
Offsets the target from whatever object or path it is currently following. Without the targetoffset command, the target will follow an object by sitting in the object\rquote s center point.
\par
\par Format: TargetOffset(X,Y,Z,time,local)
\par
\par X = Offset distance in meters along the X axis. This is a real.
\par Y = Offset distance in meters along the Y axis This is a real.
\par Z = Offset distance in meters along the Z axis This is a real.
\par Time = The time that the target will take to get from its old position to the new one. This is a real. If time is set to 0, the target will teleport to its new location.
\par Local = A Boolean. If set to True, the target will follow terrain as it travels. If set to false, it will not.
\par
\par Returns: Nothing
\par
\par Example usage: TargetOffset(30.5, -50.0, 73.0, 8.0, TRUE);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 TargetPosition:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Detaches the target and moves it to the specified world position
\par
\par Format: TargetPosition(X,Y,Z,Time)
\par
\par X = World position in meters along the X axis. This is a real.
\par Y = World position in meters along the Y axis This is a real.
\par Z = World position in meters along the Z axis This is a real.
\par Time = The time that the Target will take to get from it\rquote s old position to the new one. This is a real. If time is set to 0, the target will teleport to its new location.
\par
\par Returns: Nothing
\par
\par Example sage: TargetPosition(2032.0,1000.0,-750.0,20.0);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }{\b\cf1 TargetDetach:}{\cf1
\par
\par }\pard\plain \s26\ql \fi-720\li1440\ri0\widctlpar\tx720\tqc\tx4320\tqr\tx8640\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 Detaches the current target and stops its movement.
\par
\par Format: TargetDetach
\par
\par Returns: Nothing
\par
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 Example usage: TargetDetach;
\par }\pard\plain \s26\ql \li0\ri0\widctlpar\tx720\tqc\tx4320\tqr\tx8640\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetCameraFOV:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Changes the Field of View for the camera
\par
\par Format: SetCameraFOV(Degrees, time)
\par
\par Degrees = The new FOV in degrees. This is a real.
\par Time = The number of seconds to make this change over. This is a real.
\par
\par Returns: Nothing
\par
\par Example usage: SetCameraFOV(45.0,6.0);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 {\*\bkmkstart Foot_shake}SetCameraFootShak{\*\bkmkend Foot_shake}e:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Determines whether a specified \lquote Mech will shake the camera with its footfalls, and if so, the distance from the unit at which a \'93normal\'94
amount of foot-shaking will occur. Closer distances will cause the camera to shake more with each footstep, and farther distances will cause it to shake less (a distance of \'930\'94 turns off the foot-shaking).
\par
\par Format: SetCameraFootShake(who,distance)
\par
\par Who = The unit that will affect the camera with its footfalls. This unit must be a \lquote Mech.
\par Distance = The distance in meters at which foot shaking will be considered \'93normal.\'94 Closer than this distance will cause the shaking to increase. Further than this distance will cause the shaking to decrease.
\par
\par Returns: Nothing
\par
\par Example usage: SetCameraFootShake(playermech,200);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\b\cf1
\par {\*\bkmkstart Color_Fade}FadeToBlack{\*\bkmkend Color_Fade}, FadeToWhite, FadeFromBlack, FadeFromWhite:
\par }\pard\plain \s28\ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f68\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1
\par }\pard \s28\ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\f1\cf1 Fades to and from black and white over a specified time period. Note that the system keeps
track of cinema states. Should you fade to black, end the cinema, then start a new cinema later you will still be in black.
\par
\par Format: FadeToBlack(time)
\par
\par Time = How long to spend fading to/from black/white. This is a real.
\par
\par Returns: Nothing
\par
\par Example usage: FadeFromWhite(7.0);
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetCompositingEnabled
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1
Turns terrain compositing on or off. It is enabled ("on") by default. This should be used only during cinematic sequences, to eliminate the piece-wise terrain loading effect during a cut scene. If you turn off
compositing in this way, be careful to ensure that you call SetCompositingEnabled(TRUE) again when the cinema ends or is skipped if you disable it at any point during a cinematic sequence.
\par
\par Format: SetCompositingEnabled(enabled)
\par
\par Enabled = A Boolean that determines if compositing enabled is on or off. True = on, false = off.
\par
\par Returns: Nothing
\par
\par Example usage: SetCompositingEnabled(False);
\par
\par
\par
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkstart MP_Support_Buckets}Multiplayer Support and Buckets
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 {\*\bkmkend MP_Support_Buckets}
\par MechWarrior4 uses a score \'93bucket\'94 system to track events and scores. The values of these buckets can then be \'93poured\'94
into a custom bucket to total up scores based on game events, triggers, or time. Below is a list of buckets supported by the game engine.
\par
\par }{\b\i\cf1 Note}{\i\cf1 Some of these were not used in the final game, so not all of these have been fully tested.
\par }{\cf1
\par }\pard\plain \s2\ql \li0\ri0\sb240\sa60\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel1\adjustright\rin0\lin0\itap0 \b\i\f1\fs28\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\i0\fs24\cf1 Here\rquote
s a quick sample of a script used in team attrition:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \li720\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin720\itap0 {\cf1 function SetupScoring_TeamAttrition;
\par }\pard \ql \li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 code
\par }\pard \ql \li2160\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin2160\itap0 {\cf1 SetFlagsEnabled(FLAGS_HIDE);\tab \tab
\par TrackBucket(Bucket_KILLS,0,true);\tab \tab
\par TrackBucket(Bucket_DEATHS,0,true);\tab \tab
\par TrackBucket(Bucket_CUSTOM,0,true);\tab \tab
\par AddCustomBucketParameter(Bucket_ENEMY_DAMAGE_INFLICT,1);\tab
\par AddCustomBucketParameter(Bucket_FRIENDLY_DAMAGE_INFLICT,-1);
\par AddCustomBucketParameter(Bucket_ENEMY_KILLS,500);
\par AddCustomBucketParameter(Bucket_FRIENDLY_KILLS,-500);
\par AddCustomBucketParameter(Bucket_SUICIDES,-1500);
\par AddCustomBucketParameter(Bucket_ENEMY_KILLS_BY_TONNAGE,5);
\par AddCustomBucketParameter(Bucket_ENEMY_COMPONENT_KILLS,50);
\par AddCustomBucketParameter(Bucket_FRIENDLY_COMPONENT_KILLS,-50);
\par }\pard \ql \li720\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin720\itap0 {\cf1 endfunction;
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par In En
glish++, this function turns off flags. It tracks kills, deaths, and a custom (total) bucket. The custom parameters apply score modifiers into the custom bucket. For each point of damage a player deals to an enemy he gets one point in the custom bucket, e
tc.
\par
\par
\par }{\b\fs24\cf1 Valid Bucket Types:
\par }{\cf1
\par Bucket_KILLS: How many kills I can take credit for
\par Bucket_FRIENDLY_KILLS: How many friendly-fire kills I've committed
\par Bucket_ENEMY_KILLS: How many enemies I've killed
\par Bucket_KILLS_BY_TONNAGE: Total tonnage of everyone I've killed
\par Bucket_FRIENDLY_KILLS_BY_TONNAGE: Total tonnage of all friendlies I've killed
\par Bucket_ENEMY_KILLS_BY_TONNAGE : Total tonnage of all enemies I've killed
\par Bucket_DEATHS: How many times I've died
\par Bucket_SUICIDES: How many times I killed myself
\par Bucket_DAMAGE_INFLICT: How much damage I've inflicted
\par Bucket_FRIENDLY_DAMAGE_INFLICT: How much damage I've inflicted on friendlies
\par Bucket_ENEMY_DAMAGE_INFLICT: How much damage I've inflicted on enemies
\par Bucket_DAMAGE_RECEIVE: How much damage I've received
\par Bucket_FRIENDLY_DAMAGE_RECEIVE: How much damage I've received from friendlies
\par Bucket_ENEMY_DAMAGE_RECEIVE: How much damage I've received from enemies
\par Bucket_COMPONENT_KILLS: How many components I've killed
\par Bucket_COMPONENT_DEATHS\tab : How many components I've lost
\par Bucket_FRIENDLY_COMPONENT_KILLS: How many friendly units' components I've killed
\par Bucket_FRIENDLY_COMPONENT_DEATHS: How many components I've lost to friendly fire
\par Bucket_ENEMY_COMPONENT_KILLS: How many enemy units' components I've killed
\par Bucket_ENEMY_COMPONENT_DEATHS: How many components I've lost to enemy units
\par Bucket_DFA: How many times I've been able to pull off a DFA
\par Bucket_SHOTS_HIT: How many of my shots have hit
\par Bucket_SHOTS_FIRED: How many shots I've fired
\par Bucket_HEAD_SHOTS: How many of my shots have hit a 'Mech's head
\par Bucket_ARM_SHOTS: How many of my shots have hit a 'Mech's arm
\par Bucket_LEG_SHOTS: How many of my shots have hit a 'Mech's leg
\par Bucket_TORSO_SHOTS: How many of my shots have hit a 'Mech's torso
\par Bucket_KILLS_PC: Unknown
\par Bucket_KILLS_AI: Unknown
\par Bucket_BLANK: Unknown
\par Bucket_SHUTDOWN_TIMER: Unknown
\par Bucket_OBJECTIVE: How many seconds (total) I've remained within an objective area
\par Bucket_OBJECTIVE_CONTESTED: How many seconds (total) I've remained within an objective area with enemies in the same area
\par Bucket_OBJECTIVE_UNCONTESTED: How many seconds (total) I've remained within an objective area with no enemies in the same area
\par Bucket_FLAGS_TAKEN: How many flags I've picked up
\par Bucket_FLAGS_DROPPED: How many flags I've dropped due to dying while carrying the flag
\par
\par Bucket_FLAGS_CAPTURED: How many flags I've successfully returned to my capture zone
\par
\par Bucket_FLAG_HOLD_TIME: Total amount of time I've held any flags
\par Bucket_TIME: Unknown
\par Bucket_ALIVE_PLAYERS: Unknown
\par Bucket_DEAD_PLAYERS:Unknown
\par Bucket_CUSTOM: A holder bucket used to track total score values
\par
\par
\par }{\b\cf1 integer AddBucket (type,id,affects,mod2):}{\cf1 Creates a new scoring bucket and return the its ID. Type, ID, affects, and mod2 are used to determine what the bucket holds.
\par
\par }\pard\plain \s17\ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b\cf1 ShowBucket(integer id):}{\cf1 Causes the bucket value to be visible to the player
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }{\b\cf1 HideBucket(integer id):}{\cf1 Causes the bucket value to be hidden from the player
\par
\par }{\b\cf1 real GetBucketValue(integer id):}{\cf1 Returns the value of the bucket
\par
\par }{\b\cf1 SetBucketValue(integer id,real value):}{\cf1 Sets the value of the bucket
\par
\par }{\b\cf1 SetBucketMult(integer id, real mult):}{\cf1 Sets the multiplier for a bucket
\par
\par }{\b\cf1 TrackBucket (type,mod2, boolean visible): }{\cf1 Automatically adds and removes buckets for the type and mod2. Visible determines if the bucket should be shown on the screen.
\par
\par }{\b\cf1 TrackObjectBucket (integer type, ObjectID object, integer distance, boolean visible): }{\cf1 Automatically adds and removes buckets for tracking distance to an obj
ective, or for tracking based on a flag. Visible determines if the bucket should be shown on the screen.
\par
\par }{\b\cf1 integer FindBucket (integer type, integer id, integer affects, integer mod2): }{\cf1 Return the ID of the bucket that matches the parameters
\par
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\b\cf1 AddCustomBucketParameter(integer bucketType, integer multiplier):}{\cf1
Adds a multiplier for a "Bucket_CUSTOM." The bucketType parameter indicates the type of event that will be multiplied, and the multiplier indicates how much to add or subtract to the custom score if the event occurs. \'93
multiplier" may any positive or negative number, or 0 to begin ignoring the given event type. As an example, AddCustomBucketParameter(Bucket_KILLS,666) will add 666 points for each kill to the custom score bucket. You may add an
y and all of the various bucket types as events via multiple such calls to AddCustomBucketParameter().
\par
\par }{\b\cf1 SetCustomBucketName(string name):
\par SetCustomBucketNameIndex(integer index):}{\cf1 Allows you to set the name of the "custom" scoring bucket. }{\b\cf1 SetCustomBucketName(): }{\cf1
Allows you to specify a specific string as the name of the score. The second allows you to specify the string ID of a string in the MissionLang string resource file. Use the second version for any missions that will ship with MechWarrior4, since they
need to be localized. The default name if not specified is "Custom."
\par
\par }{\b\cf1 AddPoints(ObjectID who, integer points):}{\cf1 Adds the specified number of multiplayer scoring points to the object(s) specified by who. This affects the "custom"-type score only. "Points" ma
y be negative to subtract points. "Who" may optionally be a group or team.
\par
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\b\cf1 AttachFlag:
\par }{\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Attaches the specified flag to the specified object.
\par
\par Format: AttachFlag(flagid,objectid)
\par
\par Flagid = The ID of the flab being attached
\par Objectid = The ObjectID of the object having the flag attached to it
\par
\par Returns: Nothing
\par
\par Example usage: AttachFlag(Flag1,(Getplayervehicle(epl_player3));
\par }\pard\plain \s26\ql \li0\ri0\widctlpar\tx720\tqc\tx4320\tqr\tx8640\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 DropFlag:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Causes a specific flag to drop to the ground if it is currently attached, or nothing if not attached.
\par
\par Format: DropFlag(flagid)
\par
\par Flagid = The ObjectID of the flag being dropped.
\par
\par Returns: Nothing
\par
\par Example usage: DropFlag(Flag3);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 DeactiveFlag:
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Turns off automatic attachment for a specific flag for a specific amount of time.
\par
\par Format: DeactiveFlag(flagid,time)
\par
\par Flagid = The ObjectID of the flag being deactivated
\par Time = The number of seconds the flag will be deactivated
\par
\par Returns: Nothing
\par
\par Example usage: DeactiveFlag(Flag4,10);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\aspalpha\aspnum\faauto\outlinelevel0\adjustright\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 FlagRadius
\par }\pard\plain \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin1440\itap0 {\cf1 Changes the automatic attachment radius for the specified flag
\par
\par Format: FlagRadius(flagid,radius)
\par
\par Flagid = The ObjectID of the flag having its radius changed
\par Radius = The new radius
\par
\par Returns: Nothing
\par
\par Example usage: Flagradius(Flag5,75);
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetMaxFlagsCarried:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Sets the maximum number of flags a given unit (or team or group) may carry at a time
\par
\par Format: SetMaxFlagsCarried(who,maxFlags)
\par
\par Who = The ObjectID for an individual unit, a team or group, or "NO_UNIT" to affect all units
\par MacFlags = The number of flags the unit may carry. "maxFlags" may be 0 to indicate that the unit may not carry flags, or a positive number to indicate that it may carry one or more flags. The default is one for all units.
\par
\par Returns: Nothing
\par
\par Example usage: SetMaxFlagsCarried(NO_UNIT,3);
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetFlagReturnTime:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Sets the amount of time a flag will
take to return to its origin (where it was originally put in the map) after a 'Mech carrying it is destroyed. This affects all flags in the game simultaneously.
\par
\par Format: SetFlagReturnTime(time)
\par
\par Time = The number of seconds that the flag will remain in a specific position before returning to it\rquote
s origin. "Time" may be 0 (instantaneous return to origin), -1 (the flag never returns to its origin; it remains where it was dropped), or a positive number (to indicate a number of seconds, after which the flag returns home automatically).
\par
\par Returns: Nothing
\par
\par Example usage: SetFlagReturnTime(17);
\par }\pard\plain \s26\ql \li0\ri0\widctlpar\tx720\tqc\tx4320\tqr\tx8640\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetFlagCaptureReturnTime:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Sets the amount of time a flag will take to return to its origin (where it was originally put
in the map) after it has been captured by an opposing team and brought to the opposing team\rquote s home base. This affects all flags in the game simultaneously.
\par
\par Format: SetFlagCaptureReturnTime(time)
\par
\par Time = The number of seconds that the flag will remain in a specific position before returning to it\rquote
s origin. "Time" may be 0 (instantaneous return to origin), -1 (the flag never returns to its origin), or a positive number (to indicate a number of seconds, after which the flag returns home automatically).
\par
\par Returns: Nothing
\par
\par Example usage: SetFlagCaptureReturnTime(17);
\par }\pard\plain \s26\ql \li0\ri0\widctlpar\tx720\tqc\tx4320\tqr\tx8640\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetFlagCaptureEnabled:
\par }\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Enables or disables the capturing of flags at team spawn drop zones or "TeamCapture#" drop zones. Flag capturing is enabled by default.
\par
\par Format: SetFlagCaptureEnabled(enabled)
\par
\par Enabled = Whether Flag Capture is enabled. True sets it to enabled, False to disabled.
\par
\par Returns: Nothing
\par
\par Example usage: SetFlagCaptureEnabled(TRUE);
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s1\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel0\rin0\lin0\itap0 \b\f6\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\cf1 SetFlagsEnabled:
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Enables or disables flags in that mission. This is useful when multiple mission types are being done on the same map. Disabling flags makes the flags invisible in those mission types where flags are not used.
\par
\par Format: SetFlagsEnabled(enabled)
\par
\par Enabled = A Boolean that determines whether flags are enabled for that mission or not. If set to true then flags will be visible and available in that mission. If set to false then that mission will have no flags in it.
\par
\par Returns: Nothing
\par
\par Example Usage: SetFlagsEnabled(TRUE);
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }{\b\cf1 ChatMessage:
\par }{\cf1
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 Sends the specified message through the chat system to all players
\par
\par Format: ChatMessage(\'93Text\'94)
\par
\par Text = The string to show up in the chat system
\par
\par Returns: Nothing
\par
\par Example usage: ChatMessage(\'93Check, one, two. Check, one, two. Is this thing on?\'94);
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }\pard\plain \s9\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel8\rin0\lin0\itap0 \b\f1\fs20\cf8\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 TeamSetNavs:
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Sets the current nav point for all players on a team
\par
\par Fomat: TeamSetNav(integer, navpoint)
\par
\par Returns: Nothing
\par
\par Example usage: TeamSetNav(1,ena_kill_box); // Sets nav for team 1.
\par
\par }\pard\plain \s9\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel8\rin0\lin0\itap0 \b\f1\fs20\cf8\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 SetAlignment:
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Sets alignments for multiple team games
\par
\par Format: SetAligment(team,objectid,alignment)
\par
\par Returns: Nothing
\par
\par Example usage:
\par
\par }\pard \ql \li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 SetAligment(TeamObjectID(1),FRIENDLY_ALIGNMENT);
\par
\par SetAligment(TeamObjectID(2),FRIENDLY_ALIGNMENT);
\par
\par SetAligment(TeamObjectID(3),ENEMY_ALIGNMENT);
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1
\par }\pard \ql \li900\ri0\widctlpar\faauto\rin0\lin900\itap0 {\cf1 // Makes team 1,2 friendly to each other and team 3 enemy to all.
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1
\par
\par }\pard\plain \s9\ql \li0\ri0\keepn\widctlpar\faauto\outlinelevel8\rin0\lin0\itap0 \b\f1\fs20\cf8\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1 PlayTeamBettySound:
\par }\pard\plain \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 \f1\fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\cf1
\par Plays audio in multiplayer games. For a list of valid audio trigger files, see }{\field\flddirty{\*\fldinst {\cf1 HYPERLINK "Multiplayer SoundTriggers.rtf"}{\cf1 {\*\datafield
00d0c9ea79f9bace118c8200aa004ba90b02000000010000000303000000000000c00000000000004600000d0000004d554c5449507e312e52544600ffffadde0000000000000000000000000000000000000000400000003a00000003004d0075006c007400690070006c006100790065007200200053006f0075006e0064
00540072006900670067006500720073002e007200740066000000bf00}}}{\fldrslt {\cs15\ul\cf2 Multiplayer SoundTriggers.rtf}}}{\cf1
\par
\par Format: PlayTeamBettySound(integer team,sound_trigger_event_name);
\par
\par Returns: Nothing
\par
\par Example usage: PlayTeamBettySound(1,SOUND_TRIGGER_MISSILE_LOCKED_ON_ME);
\par
\par // Plays the incoming-missile sound for all players on team 1.
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }{\b\cf1 ShowBucket
\par
\par \tab }{\cf1 Makes a scoring bucket visible to the user in scoring window
\par
\par \tab Format:\tab ShowBucket(integer id)
\par
\par \tab Returns: Nothing
\par
\par \tab Example usage: ShowBucket(Bucket_Flag_Hold_Time);
\par \tab
\par }{\b\cf1 HideBucket:
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par Causes the bucket value to be hidden from the player
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par \tab Format: HideBucket(integer id)
\par \tab
\par \tab Returns: Nothing
\par
\par \tab Example usage: HideBucket(Bucket_Flag_Hold_Time);
\par
\par }{\b\cf1 GetBucketValue:}{\cf1
\par
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Will return the value held in a bucket.
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Format:\tab real GetBucketValue(integer id)
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Return: Real value of a bucket
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard \ql \fi720\li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1 Example usage: Current_Score = GetBucketValue(Bucket_Kills);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par
\par }{\b\cf1 SetBucketValue:}{\cf1
\par
\par \tab Will set the value held in a bucket
\par
\par \tab Format:\tab SetBucketValue(integer id,real value)
\par
\par \tab Returns: Nothing.
\par
\par \tab Example usage: SetBucketValue(New_Score, Bucket_Kills);
\par
\par }{\b\cf1 TrackBucket:s}{\cf1
\par
\par }\pard \ql \li720\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin720\itap0 {\cf1 Enables tracking of a scoring bucket and determines if it will be visible to the player.
\par
\par }{\b\i\cf1 Note}{\i\cf1 Kills and deaths are always tracked regardless of this command. However, if they are not tracked they won\rquote t show up in the in-game scoring window but will show up in the end of mission screen. The MOD2 command is not used.
\par }{\cf1
\par Format: TrackBucket (type,mod2,boolean visible)
\par
\par Returns: Nothing
\par
\par Example usage: TrackBucket(Bucket_Kills,0,true);
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }{\b\cf1 TrackObjectBucket:
\par
\par }\pard \ql \li720\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin720\itap0 {\cf1
Will automatically add and remove buckets for tracking distance to an objective, or for tracking based on a flag. Visible determines if the bucket should be shown on the screen.
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par }\pard \ql \li720\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin720\itap0 {\cf1 Format: TrackObjectBucket (integertype,ObjectIDobject,integerdistance,booleanvisible)
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\cf1
\par \tab Returns: Nothing.
\par
\par \tab Example usage: TrackObjectBucket(BucketObjective, ena_nav_alpha, 100, true); OR:
\par \tab \tab \tab \tab
\par \tab \tab \tab Track ObjectBucket(Bucket_Objective_Contested, hill, radius, false);
\par
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\b\cf1 AddCustomBucketParameter: }{\cf1
\par
\par }\pard \ql \li720\ri0\widctlpar\faauto\rin0\lin720\itap0 {\cf1
Adds a multiplier for a "Bucket_CUSTOM." The bucketType parameter indicates the type of event that will be multiplied, and the multiplier indicates how much to add or subtract to the custom score if the event occurs. The \'93multiplier" ma
y any positive or negative number, or 0 to begin ignoring the given event type.
\par
\par Format: AddCustomBucketParameter(integer bucketType, integer multiplier)
\par
\par Returns: Nothing
\par
\par Example usage: AddCustomeBucketParameter(Bucket_Kill,500)
\par }\pard \ql \li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1 This will add 500 points to the custom (totaled) bucket for each kill the player gets.
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par }{\b\cf1 SetCustomBucketName:
\par }{\cf1
\par }\pard \ql \li720\ri0\widctlpar\faauto\rin0\lin720\itap0 {\cf1 Allows you to set the name of the "custom" scoring bucket which will be displayed in the in-game score window.
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par \tab Format: SetCustomBucketName(string name)
\par \tab
\par \tab Returns: Nothing
\par \tab
\par \tab Example usage: SetCustomBucketName(\'93Kill Them All\'94);
\par
\par }{\b\cf1 AddPoints
\par
\par }\pard \ql \li720\ri0\widctlpar\faauto\rin0\lin720\itap0 {\cf1 Adds the specified number of multiplayer scoring points to the object(s) specified by who. This affects the "custom"-type score only. "Points" may be negative to subtract
points. "Who" may optionally be a group or team. It is a very helpful command when making custom missions.
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 {\cf1
\par \tab Format: AddPoints(ObjectID who, integer points)
\par
\par \tab Returns: Nothing
\par
\par \tab Example usage: AddPoints(TeamObjectId(1), 500) or
\par \tab \tab \tab AddPoints(who_Killed), 500);
\par }\pard \ql \fi-720\li1440\ri0\widctlpar\faauto\rin0\lin1440\itap0 {\cf1
\par }}