-------------------------------------------------------------- -- @module Battlefront2API -------------------------------------------------------------- -- Sets the sound stream to play for the specified team when the other specified team has started/stopped bleeding. -- -- @param #int playerTeam Player's team number -- @param #int bleedTeam The team that's started/stopped bleeding -- @param #string streamSoundName Stream sound to play when the local player is playerTeam and bleedTeam has started/stopped bleeding -- @param #int bleeding Set to 1 to assign a started bleeding sound, set to 0 to assign a stopped bleeding sound function SetBleedingVoiceOver(playerTeam, bleedTeam, streamSoundName, bleeding) end -------------------------------------------------------------- -- Sets the bleeding sound stream repeat time. -- -- @param #float repeatTime Time between each repetition of the started bleeding voice over function SetBleedingRepeatTime(repeatTime) end -------------------------------------------------------------- -- Sets the voice over to play for the specified bonus. -- -- @param #int playerTeam Player's team number -- @param #int bonusNum The number of the bonus to be set. -- `0` - medical regen bonus (played on level load, heard by players team) -- `1` - surplus supplies bonus (played on level load, heard by players team) -- `2` - sensor boost bonus (played on level load, heard by players team) -- `3` - hero is on the battlefield (played on level load, heard by both teams) -- `4` - our team just got the reserves bonus (played when it happens, heard by players team) -- `5` - the other team just got reserves bonus (played when it happens, heard by other team) -- @param #string streamSoundName Stream sound to play when the bonus occurs (or at level load if the bonus is ongoing) function SetPlanetaryBonusVoiceOver(playerTeam, bonusNum, streamSoundName) end -------------------------------------------------------------- -- Sets the sound effect to play for the specified sound event. -- -- @param #string soundEventType Type of event. Can be any of the following... -- `BirdScatter` - Played when birds are spawned -- `Bird` - Attached to each bird -- `LeafFall` - Played when a falling leaf is spawned -- `ScopeDisplayAmbient` - Played when scope display is active -- `ScopeDisplayZoomIn` - When scope display zooms in -- `ScopeDisplayZoomOut` - When scope display zooms out -- `WeaponUnableSelect` - When the weapon change button is pressed but another weapon is not available -- `WeaponModeUnableSelect` - When the weapon mode change button is pressed but another mode is not available -- `SpawnDisplayUnitChange` - When unit is changed in spawn display -- `SpawnDisplayUnitAccept` - When unit is selected in spawn display -- `SpawnDisplaySpawnPointChange` - When spawn point is changed in spawn display -- `SpawnDisplaySpawnPointAccept` - When spawn point is selected in spawn display -- `SpawnDisplayBack` - When user presses the back button and returns from the map to the unit select screen in -- the spawn display -- `LockOn` - Played when player locks onto someone using the targetting display -- `HeroesUnlocked` - When heroes are unlocked in multiplayer -- `HeroSpawned` - When a player on Team `teamIndex` spawns in as the hero -- `HeroDefeated` - When a player on Team `teamIndex` dies in as the hero -- @param #string soundPropertyName Name of a SoundProperty assigned to the event -- @param #int teamIndex Only required if `soundEventType` == `"HeroSpawned"` or `"HeroDefeated"`. Index of team that player is on function SetSoundEffect(soundEventType, soundPropertyName, teamIndex) end -------------------------------------------------------------- -- Sets the voice over for when the specified team has low reinforcements. -- -- @param #int playerTeam Player's team number -- @param #int lowReinforcementTeam Team which has low reinforcements -- @param #string streamSoundName Sound stream to play when the local player is `playerTeam` and `lowReinforcementTeam`'s reinforcements -- have dropped below `numReinforcements` -- @param #int numReinforcements Number of reinforcements which triggers the low reinforcement stream -- @param #int isPercentage Optional argument which when set to 1 treats `numReinforcements` as a fraction (`0.0..1.0`) of maximum reinforcements function SetLowReinforcementsVoiceOver(playerTeam, lowReinforcementTeam, streamSoundName, numReinforcements, isPercentage) end -------------------------------------------------------------- -- Sets the out-of-bounds voice over to play for the specified team. -- -- @param #int playerTeam Player's team number -- @param #string streamSoundName Name of the stream to play when the player goes out of bounds function SetOutOfBoundsVoiceOver(playerTeam, streamSoundName) end -------------------------------------------------------------- -- Sets the ambient music to play for players on the specified team. -- -- @param #int playerTeam Player's team number -- @param #int reinforcementCount Reinforcement count of the player's team which triggers the specified music -- @param #string musicName Name of the music configuration -- @param #int gameStage Value from 0 to 2, where 0 = beginning, 1 = middle, and 2 = end -- @param #int isPercentage Optional argument which when set to 1 treats reinforcementCount as a fraction (`0.0..1.0`) of maximum reinforcements function SetAmbientMusic(playerTeam, reinforcementCount, musicName, gameStage, isPercentage) end -------------------------------------------------------------- -- Sets which music and voice overs are heard when in two-player (only?) splitscreen. -- -- @param #int teamIndex Index of the attacking team function SetAttackingTeam(teamIndex) end -------------------------------------------------------------- -- Sets the music to play for players on the specified team when their team is victorious. -- -- @param #int teamIndex Index of player's team -- @param #string soundStreamID ID of sound stream properties to play function SetVictoryMusic(teamIndex, soundStreamID) end -------------------------------------------------------------- -- Sets the music to play for players on the specified team when their team is defeated. -- -- @param #int teamIndex Index of player's team -- @param #string soundStreamID ID of sound stream properties to play function SetDefeatMusic(teamIndex, soundStreamID) end -------------------------------------------------------------- -- Plays the specified sound stream segment. -- -- @param #string streamFilename File containing the audio stream -- @param #string streamID ID of sound stream properties containing `segmentID` -- @param #string segmentID ID of segment within the `streamID` to play -- @param #float gain Initial gain of the stream -- @param #string busName Bus stream is assigned to (default = "Root") -- @param #int streamIndex Index of the open stream to play, `streamFilename` can be "" if this is specified. (NOTE : This is an optional argument) -- @return #int ID of the opened stream, `streamIndex` if it was specified or 0 if the function fails function PlayAudioStream(streamFilename, streamID, segmentID, gain, busName, streamIndex) end -------------------------------------------------------------- -- Plays the specified sound stream with the specified properties. -- -- @param #string streamFilename File containing the audio stream specified in the sound stream properties -- @param #string soundStreamID ID of the sound stream properties to play -- @param #int noOpen Set to 1 to play using a previously opened stream. (NOTE : This is an optional argument) -- @return #int ID of the opened stream (this may not be the stream that's playing) function PlayAudioStreamUsingProperties(streamFilename, soundStreamID, noOpen) end -------------------------------------------------------------- -- Stops and optionally closes the specified sound stream. -- -- @param #int streamIndex Index of the audio stream to stop -- @param #int close Optional argument. Set to 1 to close the stream, 0 to leave the stream open function StopAudioStream(streamIndex, close) end -------------------------------------------------------------- -- Opens the specified sound stream. -- -- @param #string streamFilename File containing the audio stream -- @param #string streamID ID of stream within the file -- @return #int ID of the opened stream or 0 if the function fails function OpenAudioStream(streamFilename, streamID) end -------------------------------------------------------------- -- Appends the specified sound stream to another stream. Just like how only one segment in an open audio stream can be -- played at a time, only one segment in a group of appended segments can be played at a time. -- -- NOTE: This can ONLY be used with streams that are stored inside the same lvl file! -- -- @param #string streamFilename File containing the stream to append to the currently open stream -- @param #string streamID ID of the stream within the file -- @param #string streamIndex Number returned from `OpenAudioStream()` which is the index of the stream to append segments to -- @return #int ID of the opened stream or 0 if the function fails function AudioStreamAppendSegments(streamFilename, streamID, streamIndex) end -------------------------------------------------------------- -- Returns whether or not a sound stream is currently playing. -- -- @param #string streamID ID of the stream to query -- @return #int 1 if the stream has stopped, 0 otherwise function AudioStreamComplete(streamID) end -------------------------------------------------------------- -- Plays the specified sound properties. -- -- @param #string soundID ID of sound properties to play function ScriptCB_SndPlaySound(soundID) end -------------------------------------------------------------- -- Fades the specified sound bus. -- -- @param #string busName Name of the bus to fade -- @param #float endGain Final gain of the bus -- @param #float fadeTime Time to fade the bus -- @param #float startGain Start gain of the bus (NOTE : this is an optional argument) function ScriptCB_SndBusFade(busName, endGain, fadeTime, startGain) end -------------------------------------------------------------- -- Scales the specified parameter for the specified sound group. -- -- @param #string groupID Identifies the group which contains sounds that are changed -- @param #string parameter Parameter to scale on each sound within the group. Can be one of the following... -- `Gain` -- `GainDev` -- `Pitch` -- `PitchDev` -- `PlayProbability` -- `PlayInterval` -- `PlayIntervalDev` -- `ReverbGain` -- `Pan` -- `MinDistance` -- `MuteDistance` -- `MaxDistance` -- `RollOff` -- `RollIn` -- `RollInDistance` -- @param #float scale Scale factor for the parameter function ScaleSoundParameter(groupID, parameter, scale) end -------------------------------------------------------------- -- Sets the bus that controls movie audio volume. -- -- @param #string busID ID of bus which controls the movie audio volume function ScriptCB_SetMovieAudioBus(busID) end -------------------------------------------------------------- -- Exaggerates or reduces doppler effects. -- -- @param #float dopplerFactor Default value is 1.0. To reduce doppler effects use values -- less than 1.0, to exaggerate use values greater than 1.0 function ScriptCB_SetDopplerFactor(dopplerFactor) end -------------------------------------------------------------- -- Plays the specified music. -- -- @param #string musicID ID of the music to play in game function ScriptCB_PlayInGameMusic(musicID) end -------------------------------------------------------------- -- Stops the music previously played using `ScriptCB_PlayInGameMusic()`. function ScriptCB_StopInGameMusic() end -------------------------------------------------------------- -- Enables or disables command post voice overs. -- -- @param #int enabled Set to 1 to enable command post VO, 0 to disable command post VO function ScriptCB_EnableCommandPostVO(enabled) end -------------------------------------------------------------- -- Enables or disables hero music. -- -- @param #int enabled Set to 1 to enable hero music, 0 to disable hero music function ScriptCB_EnableHeroMusic(enabled) end -------------------------------------------------------------- -- Enables or disables hero voice overs. -- -- @param #int enabled Set to 1 to enable hero voice overs, 0 to disable hero voice overs function ScriptCB_EnableHeroVO(enabled) end -------------------------------------------------------------- -- Sets the gain of the ingame bus when the spawn display is visible. -- -- @param #float gain 0..1 - Gain of the ingame bus when the spawn display is visible (default = 0.2) -- @param #float fadeTime Time, in seconds, to fade the ingame bus (default = 3.0) function ScriptCB_SetSpawnDisplayGain(gain, fadeTime) end -------------------------------------------------------------- -- Enables or disables the specified trigger sound region. -- -- @param #string groupName Name of the trigger sound region group to enable/disable -- @param #int enabled 1 to enable, 0 to disable. (default = 1) function ScriptCB_TriggerSoundRegionEnable(groupName, enabled) end -------------------------------------------------------------- -- Returns the entity class of the specified class name. -- -- @param #string entityClassName Name of the entity class -- @return Entity class function FindEntityClass(entityClassName) end -------------------------------------------------------------- -- Sets the amount of extra(?) model memory to allocate for the map on the PS2. -- -- @param #int bytes Bytes to allocate function SetPS2ModelMemory(bytes) end -------------------------------------------------------------- -- For CollisionManager and TreeGrid sizes... -- -- `SetWorldExtents` and `ScriptPreInit` go hand in hand. When building a Space level, you may notice that when you exit -- your ship you instantly die. You also might find that running around certain parts of your ship you will die -- without taking damage. That’s what `SetWorldExtents` is for. If you have this set to 2500, but you’re still finding -- that the world is killing you (and you’re not walking into a death region) then bump it up to enlarge the soldier -- based playable space. -- -- Might have to go in `ScriptPreInit`. -- -- @param #int amount New world extents in meters(?) function SetWorldExtents(amount) end -------------------------------------------------------------- -- Sets the amount of memory to take from the artist memory pools and reallocate. (Where to, though?) -- -- @param #int bytes Bytes to reallocate function StealArtistHeap(bytes) end -------------------------------------------------------------- -- Loads the specified lvl file. Sub-lvls contained in the lvl file can be loaded in subsequent arguments like so: -- `ReadDataFile("dc:SIDE\\rep.lvl", "rep_inf_ep3_trooper", "rep_inf_ep3_engineer", "rep_hero_anakin")` -- -- You can also load a sub-lvl with a semicolon in the `sourceFilename` argument like so: -- `ReadDataFile("dc:Sound\\abc.lvl;ABCg")` -- -- @param #string sourceFilename Path of the lvl file to load, a single sub-lvl can be loaded by appending a semicolon followed by the name of the sub-lvl to this -- @param #string ... Optional. Any additional sub-lvls to load function ReadDataFile(sourceFilename, ...) end -------------------------------------------------------------- -- Loads the specified lvl file during run-time (I think?). Sub-lvls contained in the lvl file can be loaded in subsequent arguments like so: -- `ReadDataFile("dc:SIDE\\rep.lvl", "rep_inf_ep3_trooper", "rep_inf_ep3_engineer", "rep_hero_anakin")` -- -- You can also load a sub-lvl with a semicolon in the `sourceFilename` argument like so: -- `ReadDataFile("dc:Sound\\abc.lvl;ABCg")` -- -- @param #string sourceFilename Path of the lvl file to load, a single sub-lvl can be loaded by appending a semicolon followed by the name of the sub-lvl -- @param #string ... Optional. Any additional sub-lvls to load function ReadDataFileInGame(sourceFilename, ...) end -------------------------------------------------------------- -- Sets the amount of memory to allocate to a temporary pool. Used in galactic conquest. (What for specifically, though?) -- -- @param #int bytes Bytes to allocate function SetupTempHeap(bytes) end -------------------------------------------------------------- -- Clears the temporary memory pool created with `SetupTempHeap`. function ClearTempHeap() end -------------------------------------------------------------- -- Adds a shot to the map's set of camera shots. These are the different camera angles that you cycle -- through while in spectator mode when there's no players to spectate. -- Use the `DumpCamera` console command to print new ones to the debug log. -- -- @param #float quatW Quaternion's W value for camera rotation -- @param #float quatX Quaternion's X value for camera rotation -- @param #float quatY Quaternion's Y value for camera rotation -- @param #float quatZ Quaternion's Z value for camera rotation -- @param #float posX Value of camera's X position -- @param #float posY Value of camera's Y position -- @param #float posZ Value of camera's Z position function AddCameraShot(quatW, quatX, quatY, quatZ, posX, posY, posZ) end -------------------------------------------------------------- -- Sets the camera's rotation (in quaternions). Note that the camera is immediately reset if the player is controlling a -- Controllable entity. -- -- @param #float quatW Quaternion's W value for camera rotation -- @param #float quatX Quaternion's X value for camera rotation -- @param #float quatY Quaternion's Y value for camera rotation -- @param #float quatZ Quaternion's Z value for camera rotation function SetCameraRotation(quatW, quatX, quatY, quatZ) end -------------------------------------------------------------- -- Sets the camera's position. Note that the camera is immediately reset if the player is controlling a Controllable entity. -- -- @param #float posX Value of camera's X position -- @param #float posY Value of camera's Y position -- @param #float posZ Value of camera's Z position function SetCameraPosition(posX, posY, posZ) end -------------------------------------------------------------- -- Moves the camera to the specified entity. Used in galactic conquest. -- -- @param entity Entity to move camera to function MoveCameraToEntity(entity) end -------------------------------------------------------------- -- Sets the map camera's position. Used in galactic conquest. -- -- @param #int posX X position -- @param #int posY Y position -- @param #int posZ Z position function SetMapCameraPosition(posX, posY, posZ) end -------------------------------------------------------------- -- Returns the map camera's position values. Used in galactic conquest. -- -- @return #int X position -- @return #int Y position -- @return #int Z position function GetMapCameraPosition() end -------------------------------------------------------------- -- Sets the map camera's position offset for the specified level of zoom. Used in galactic conquest. -- -- @param #int zoom Level of zoom for which to set camera offset (0 = wide, 1 = normal, 2 = focus) -- @param #int posX X position offset -- @param #int posY Y position offset -- @param #int posZ Z position offset function SetMapCameraOffset(zoom, posX, posY, posZ) end -------------------------------------------------------------- -- Sets the map camera's pitch for the specified level of zoom. Used in galactic conquest. -- -- @param #int zoom Level of zoom for which to set camera pitch -- @param #float pitch Amount to pitch camera by function SetMapCameraPitch(zoom, pitch) end -------------------------------------------------------------- -- Sets the map camera's zoom level. Used in galactic conquest. -- -- @param #int zoom Level of zoom (0 = wide, 1 = normal, 2 = focus) -- @param #int dir Optional argument. Direction of zoom (1 = zoom in, 0 = zoom out) -- @param #float ratio Optional argument. Ratio of the shortest and longest ranges of the zoom lens. For example, -- an 18-55 mm lens has a ratio of 0.33, or about 1:3, while a 75-300 mm lens ratio is 0.25, -- or 1:4. Note that the zoom ratios have no connection to field of view, but merely express -- the range between short and long function SetMapCameraZoom(zoom, dir, ratio) end -------------------------------------------------------------- -- Returns the map camera's current zoom values. Used in galactic conquest. -- -- @return #int Level of zoom (0 = wide, 1 = normal, 2 = focus) -- @return #int Direction of zoom (1 = zoom in, 0 = zoom out) -- @return #float Ratio of the shortest and longest ranges of the zoom lens. For example, an 18-55 mm lens -- has a ratio of 0.33, or about 1:3, while a 75-300 mm lens ratio is 0.25, or 1:4. Note -- that the zoom ratios have no connection to field of view, but merely express the range -- between short and long function GetMapCameraZoom() end -------------------------------------------------------------- -- Snaps the map camera in place. Used in galactic conquest. function SnapMapCamera() end -------------------------------------------------------------- -- Restarts the shell. -- -- @param #string state Set to "State" function SetState(state) end -------------------------------------------------------------- -- Sets the mission as historical, might be related to Galactic Conquest? Obsolete, used in SWBF1. function SetHistorical() end -------------------------------------------------------------- -- Sets the name of the specified team. The names "neutral", "neu", "alliance", "all", "empire", "imp", "republic", "rep", -- and "cis" map to pre-defined team identifiers; anything else maps to locals. (Yes, this is not very general.) -- -- @param #int teamIndex Index of team -- @param #string key Localization key (not the full path) of the team name, which must be located in the -- scope `"level.ABC."` (replacing `ABC` with the map's ID) function SetTeamName(teamIndex, key) end -------------------------------------------------------------- -- Sets the aggressiveness of the AI on the specified team. -- -- @param #int teamIndex Index of team -- @param #float aggressiveness Aggressiveness value, higher means more aggressive (`0.0..1.0`) function SetTeamAggressiveness(teamIndex, aggressiveness) end -------------------------------------------------------------- -- Controls how far downwards from the center of the world the AI can fly. These are used on ground based maps to limit -- the jet classes and jedi, but is also used to keep flyers from getting too far below the space battlefield. To find -- an appropriate height, use `PrintPlayerPos` in the console, fly to your desired min height, and punch those numbers -- in. It’s best to keep the MinFlyHeight and the MinPlayerFlyHeight in line with each other to avoid AI doing things -- that players can’t. -- -- @param #int height Height in meters(?) function SetMinFlyHeight(height) end -------------------------------------------------------------- -- Controls how far upwards from the center of the world the AI can fly. These are used on ground based maps to limit -- the jet classes and jedi, but is also used to keep flyers from getting too far above the space battlefield. To find -- an appropriate height, use `PrintPlayerPos` in the console, fly to your desired max height, and punch those numbers -- in. It’s best to keep the MaxFlyHeight and the MaxPlayerFlyHeight in line with each other to avoid AI doing things -- that players can’t. -- -- @param #int height Height in meters(?) function SetMaxFlyHeight(height) end -------------------------------------------------------------- -- Controls how far downwards from the center of the world the player can fly. These are used on ground based maps to -- limit the jet classes and jedi, but is also used to keep flyers from getting too far below the space battlefield. To -- find an appropriate height, use `PrintPlayerPos` in the console, fly to your desired min height, and punch those -- numbers in. It’s best to keep the MinFlyHeight and the MinPlayerFlyHeight in line with each other to avoid AI doing -- things that players can’t. -- -- @param #int height Height in meters(?) function SetMinPlayerFlyHeight(height) end -------------------------------------------------------------- -- Controls how far upwards from the center of the world the player can fly. These are used on ground based maps to -- limit the jet classes and jedi, but is also used to keep flyers from getting too far above the space battlefield. To -- find an appropriate height, use `PrintPlayerPos` in the console, fly to your desired min height, and punch those -- numbers in. It’s best to keep the MaxFlyHeight and the MaxPlayerFlyHeight in line with each other to avoid AI doing -- things that players can’t. -- -- @param #int height Height in meters(?) function SetMaxPlayerFlyHeight(height) end -------------------------------------------------------------- -- Enables uber mode, which allows more than 32 units per team. -- -- @param #int enabled Set to 1 to enable, or 0 to disable function SetUberMode(enabled) end -------------------------------------------------------------- -- Exact functionality unknown, but likely allows AI units to jetjump at will instead of restricting them to JetJump hint nodes. Used in Kamino. -- -- @param #int allow Set to 1 to allow, or 0 to disallow (default = 1) function SetAllowBlindJetJumps(allow) end -------------------------------------------------------------- -- Unused, exact functionality unknown. Might be related to AI planning requests. -- -- @param #float time Wait time in seconds function SetStationaryWaitTime(time) end -------------------------------------------------------------- -- Sets the icon of the specified team to the specified texture. Not sure where exactly this is used. -- -- @param #int teamnIndex Index of team -- @param #string icon Name of icon texture function SetTeamIcon(teamIndex, icon) end -------------------------------------------------------------- -- Makes the specified `team` regard the `other` team as an enemy. It does not affect how the `other` team regards the specified `team`! -- -- @param #int team Index of team to set views of -- @param #int other Index of team that's being viewed as enemy function SetTeamAsEnemy(team, other) end -------------------------------------------------------------- -- Makes the specified `team` regard the `other` team as a neutral. It does not affect how the `other` team regards the specified `team`! -- -- @param #int team Index of team to set views of -- @param #int other Index of team that's being viewed as neutral function SetTeamAsNeutral(team, other) end -------------------------------------------------------------- -- Makes the specified `team` regard the `other` team as an ally. It does not affect how the `other` team regards the specified `team`! -- -- @param #int team Index of team to set views of -- @param #int other Index of team that's being viewed as ally function SetTeamAsFriend(team, other) end -------------------------------------------------------------- -- Sets the number of units the specified team has. -- -- @param #int teamIndex Index of team -- @param #int count Number of units function SetUnitCount(teamIndex, count) end -------------------------------------------------------------- -- Returns the number of units the specified team has. -- -- @param #int teamIndex Index of team -- @return #int Team's unit count function GetUnitCount(teamIndex) end -------------------------------------------------------------- -- Sets the specified team's ticket count. -- -- @param #int teamIndex Index of team -- @param #int tickets Number of tickets to set to function SetReinforcementCount(teamIndex, tickets) end -------------------------------------------------------------- -- Returns the specified team's current ticket count. -- -- @param #int teamIndex Index of team -- @return #int Number of tickets function GetReinforcementCount(teamIndex) end -------------------------------------------------------------- -- Adds the specified number of tickets to the specified team's ticket count. -- -- @param #int teamIndex Index of team -- @param #int tickets Number of tickets to add, use negative value to subtract tickets function AddReinforcements(teamIndex, tickets) end -------------------------------------------------------------- -- Sets the specified team's point count. -- -- @param #int teamIndex Index of team -- @param #int points Number of points to set to function SetTeamPoints(teamIndex, points) end -------------------------------------------------------------- -- Returns the specified team's current point count. -- -- @param #int teamIndex Index of team -- @return #int Number of points function GetTeamPoints(teamIndex) end -------------------------------------------------------------- -- Adds the specified number of points to the specified team's point count. -- -- @param #int teamIndex Index of team -- @param #int points Number of points to add, use negative value to subtract points function AddTeamPoints(teamIndex, points) end -------------------------------------------------------------- -- Gives the specified character unit flag capture points. -- -- @param #int integerChrIdx Integer index of character unit function AddFlagCapturePoints(integerChrIdx) end -------------------------------------------------------------- -- Gives the specified character unit assault destroy points. -- -- @param #int integerChrIdx Integer index of character unit function AddAssaultDestroyPoints(integerChrIdx) end -------------------------------------------------------------- -- Gives the specified character unit space assault destroy points for the specified object. -- -- @param #int integerChrIdx Integer index of character unit -- @param #string object ID of object function AddSpaceAssaultDestroyPoints(integerChrIdx, object) end -------------------------------------------------------------- -- Returns the faction ID of the specified team. Not sure what this is used for. -- -- @param #int teamIndex Index of team -- @return #string Team's faction ID function GetTeamFactionId(teamIndex) end -------------------------------------------------------------- -- Adds the specified unit class to the specified team. -- -- @param #int teamIndex Index of team -- @param #string unitClass Name of unit class (example: `"imp_inf_trooper"`) -- @param #int minUnits Minimum number of AI units that can spawn as this class -- @param #int maxUnits Optional argument. Maximum number of AI units that can spawn as this class. If the unit class has -- a `PointsToUnlock` value specified in its ODF, this argument acts as the maximum number of AI and -- player units that can spawn as this class. function AddUnitClass(teamIndex, unitClass, minUnits, maxUnits) end -- Hero -------------------------------------------------------------- -- Sets the hero class for the specified team. -- -- @param #int teamIndex Index of team -- @param #string heroClass Name of hero class (example: `"imp_hero_vader"`) function SetHeroClass(teamIndex, heroClass) end -------------------------------------------------------------- -- Turns on the hero rules for the game. This should be present in every multiplayer script, unless you do not actually want heroes -- in your map. Simply omit this line, and you will never get heroes in your game. function EnableSPHeroRules() end -------------------------------------------------------------- -- Turns on the campaign hero rules for the game. This should be present in every campaign script for missions that include heroes. function EnableSPScriptedHeroes() end -------------------------------------------------------------- -- Unused. Sets the rule by which the hero is unlocked. -- -- @param #string rule Unlock rule to use, possible options are unknown function SetHeroUnlockRule(rule) end -------------------------------------------------------------- -- Unused. Sets the hero player rule (whatever that means). -- -- @param #string rule Team rule to use, possible options are unknown function SetHeroTeamRule(rule) end -------------------------------------------------------------- -- Unused. Sets the hero player rule (whatever that means). -- -- @param #string rule Player rule to use, possible options are unknown function SetHeroPlayerRule(rule) end -------------------------------------------------------------- -- Unused. Sets the rule by which the hero respawns. -- -- @param #string rule Respawn rule to use, possible options are unknown function SetHeroRespawnRule(rule) end -------------------------------------------------------------- -- Unlocks the hero for the specified team. -- -- @param #int teamIndex Index of team function UnlockHeroForTeam(teamIndex) end -------------------------------------------------------------- -- Forces the specified character unit to accept the unlocked hero, automatically bringing them to the spawn screen. -- -- @param #int integerChrIdx Character unit index returned by GetCharacterUnit function AcceptHero(integerChrIdx) end -------------------------------------------------------------- -- Shows all units on the minimap if enabled. -- -- @param #int enabled Set to 1 to show all units, or 0 to put back to normal function ShowAllUnitsOnMinimap(enabled) end -------------------------------------------------------------- -- Shows or hides the CTF points for the specified team. -- -- @param #int teamIndex Index of team -- @param #int enabled Set to 1 to show points, or 0 to hide function ShowTeamPoints(teamIndex, enabled) end -------------------------------------------------------------- -- Activates a bonus for the specified team. -- -- @param #int teamIndex Index of team to activate bonus for -- @param #string bonus Bonus to activate. Allowed values: -- `MEDICAL_SUPPLIES` -- `SURPLUS_SUPPLIES` -- `SENSOR_BOOST` -- `HERO` -- `RESERVES` -- `SABOTAGE` -- `SNEAK_ATTACK` -- `TRAINING` function ActivateBonus(teamIndex, bonus) end -------------------------------------------------------------- -- Sets the specified team's ticket bleed rate. -- -- @param #int teamIndex Index of team -- @param #float rate Bleed rate to set to function SetBleedRate(teamIndex, rate) end -------------------------------------------------------------- -- Returns the specified team's current ticket bleed rate. -- -- @param #int teamIndex Index of team -- @return #float Team's bleed rate function GetBleedRate(teamIndex) end -------------------------------------------------------------- -- Obsolete, from SWBF1. Sets the carrier class for the specified team. -- -- @param #int teamIndex Index of team -- @param #string class Name of carrier class (example: `"rep_fly_vtrans"`) function SetCarrierClass(teamIndex, class) end -------------------------------------------------------------- -- Specifies an initial spawn delay. All levels use this call. You should never have to modify the values. -- -- @param #float num1 Unknown, always set to `10.0` -- @param #float num2 Unknown, always set to `0.25` function SetSpawnDelay(num1, num2) end -------------------------------------------------------------- -- Specifies an initial spawn delay for the specified team. All levels use this call. You should never have to modify the values. -- -- @param #float num1 Unknown, always set to `10.0` -- @param #float num2 Unknown, always set to `0.25` -- @param #int teamIndex Index of team function SetSpawnDelayTeam(num1, num2, teamIndex) end -------------------------------------------------------------- -- Sets a switch in the code that controls a number of AI behaviors. If this were a very foggy map, with a short view distance, -- you would set this to "true" which would make the AI see a shorter distance, and other various things to make the AI act -- more appropriately in an environment with limited visibility. -- -- Synonymous with `SetUrbanEnvironment()`. -- -- @param #string enabled Set to "true" to enable, or "false" to disable function SetDenseEnvironment(enabled) end -------------------------------------------------------------- -- Sets the distance from which AI scout units can snipe when using 'attack' snipe hint nodes. -- -- @param #int distance Average distance in meters from which AI can snipe function SetAttackerSnipeRange(distance) end -------------------------------------------------------------- -- Sets the distance from which AI scout units can snipe when using 'defend' snipe hint nodes. -- -- @param #int distance Average distance in meters from which AI can snipe function SetDefenderSnipeRange(distance) end -------------------------------------------------------------- -- Makes AI units stay in turrets, but under what conditions, no one knows... Found on Endor. -- -- @param #int enabled Set to 1 to enable, or 0 to disable function SetStayInTurrets(enabled) end -------------------------------------------------------------- -- Sets the maximum collision distance for asteroids. What this does exactly is unclear. -- -- @param #int distance Maximum collision distance (likely in meters) function SetMaxCollisionDistance(distance) end -------------------------------------------------------------- -- Sets the particle LOD bias (probably correlates to particle view distance). Needed for particles in space -- to work properly, don’t delete it! -- -- @param #int bias LOD bias value, is set to `15000` in stock space maps function SetParticleLODBias(bias) end -------------------------------------------------------------- -- Sets the size of the specified memory pool. -- -- @param #string memoryPool Memory pool to set size of. Possible values: -- `AcklayData` -- `ActiveRegion` -- `Aimer` -- `AmmoCounter` -- `Asteroid` -- `BaseHint` -- `ClothData` - need 1 per cloth object in the level -- `Combo` - should be ~ 2x number of jedi classes -- `Combo::Attack` - should be ~8-12x #Combo -- `Combo::Condition` - should be a bit bigger than #Combo::State -- `Combo::DamageSample` - should be ~8-12x #Combo::Attack -- `Combo::Deflect` - should be ~1x #combo -- `Combo::State` - should be ~12x #Combo -- `Combo::Transition` - should be a bit bigger than #Combo::State -- `CommandFlyer` -- `CommandHover` -- `CommandWalker` -- `ConnectivityGraphFollower` -- `EnergyBar` -- `EntityBuildingArmedDynamic` -- `EntityCarrier` -- `EntityCloth` -- `EntityDefenseGridTurret` -- `EntityDroid` -- `EntityDroideka` -- `EntityFlyer` - need 1 per flyer in the level -- `EntityHover` -- `EntityLight` -- `EntityMine` -- `EntityPortableTurret` -- `EntityRemoteTerminal` -- `EntitySoldier` -- `EntitySoundStatic` -- `EntitySoundStream` -- `EntityTauntaun` - need 1 per tauntaun in the level -- `EntityWalker` - need 1 per walker in the level -- `FlagItem` - need 1 per flag in the level -- `FLEffectObject::OffsetMatrix` -- `LightFlash` -- `MountedTurret` -- `Music` -- `Navigator` -- `Obstacle` -- `Ordnance` -- `OrdnanceTowCable` -- `ParticleEmitter` -- `ParticleEmitterInfoData` -- `ParticleEmitterObject` -- `ParticleTransformer::ColorTrans` - must go before the stock `ingame.lvl` is loaded -- `ParticleTransformer::PositionTr` - must go before the stock `ingame.lvl` is loaded -- `ParticleTransformer::SizeTransf` - must go before the stock `ingame.lvl` is loaded -- `PassengerSlot` -- `PathFollower` -- `PathNode` -- `PathRequest` -- `PowerupItem` -- `RedOmniLight` -- `ShieldEffect` -- `SoldierAnimation` -- `SoundSpaceRegion` -- `TentacleSimulator` -- `Timer` -- `TreeGridStack` -- `UnitAgent` -- `UnitController` -- `Weapon` -- @param #int size Size of memory pool function SetMemoryPoolSize(memoryPool, size) end -------------------------------------------------------------- -- Sets how many types of birds there are in the level. -- -- @param #int types Number of bird types function SetNumBirdTypes(types) end -------------------------------------------------------------- -- Declares a new bird type. -- -- @param #int disable Exact functionality unknown, seems to disable birds of this type when set to 1 -- @param #float size Size of birds of this type -- @param #string texture Name of bird texture function SetBirdType(disable, size, texture) end -------------------------------------------------------------- -- Sets the lowest height at which flocks of birds can fly. -- -- @param #int height Minimum flying height function SetBirdFlockMinHeight(height) end -------------------------------------------------------------- -- Sets how many types of fish there are in the level. -- -- @param #int types Number of fish types function SetNumFishTypes(types) end -------------------------------------------------------------- -- Declares a new fish type. -- -- @param #int disable Exact functionality unknown, seems to disable fish of this type when set to 1 -- @param #float size Size of fish of this type -- @param #string texture Name of fish texture function SetFishType(disable, size, texture) end -------------------------------------------------------------- -- Fills the specified region with asteroids. Each asteroid will move in the X, Y, and Z directions at a random velocity within the range -- of each `minSpeed` and `maxSpeed` argument. Asteroid velocity is probably measured in meters per second. This randomized velocity is -- different for each asteroid. -- -- NOTE: Asteroids won't appear unless the "Asteroid" memory pool is filled >= the total number of asteroids that -- are in the level! -- -- @param #string region ID of region class -- @param #string class Name of asteroid class (example: `"spa1_prop_asteroid_03"`) -- @param #int count Number of asteroids to fill the region with -- @param #float maxSpeedX Maximum asteroid drift speed in X direction (default = 0) -- @param #float maxSpeedY Maximum asteroid drift speed in Y direction (default = 0) -- @param #float maxSpeedZ Maximum asteroid drift speed in Z direction (default = 0) -- @param #float minSpeedX Minimum asteroid drift speed in X direction (default = 0) -- @param #float minSpeedY Minimum asteroid drift speed in Y direction (default = 0) -- @param #float minSpeedZ Minimum asteroid drift speed in Z direction (default = 0) function FillAsteroidRegion(region, class, count, maxSpeedX, maxSpeedY, maxSpeedZ, minSpeedX, minSpeedY, minSpeedZ) end -------------------------------------------------------------- -- Fills the specified path with asteroids. The distribution of the asteroids along the path's spline is more-or-less even. However, the -- position of each asteroid is also offset in a random direction. The distance of this offset is a random value between 0 and `maxOffset`. -- This randomized offset is different for each asteroid. -- -- Each asteroid will move in the X, Y, and Z directions at a random velocity within the range of each `minSpeed` and `maxSpeed` -- argument. Asteroid velocity is probably measured in meters per second. This randomized velocity is different for each asteroid. -- -- NOTE: Asteroids won't appear unless the "Asteroid" memory pool is filled >= the total number of asteroids that -- are in the level! -- -- @param #string path ID of path -- @param #float maxOffset Maximum distance (probably in meters) to offset each asteroid's position by (default = 0) -- @param #string class Name of asteroid class (example: `"spa1_prop_asteroid_03"`) -- @param #int count Number of asteroids to fill the path with -- @param #float maxSpeedX Maximum asteroid drift speed in X direction (default = 0) -- @param #float maxSpeedY Maximum asteroid drift speed in Y direction (default = 0) -- @param #float maxSpeedZ Maximum asteroid drift speed in Z direction (default = 0) -- @param #float minSpeedX Minimum asteroid drift speed in X direction (default = 0) -- @param #float minSpeedY Minimum asteroid drift speed in Y direction (default = 0) -- @param #float minSpeedZ Minimum asteroid drift speed in Z direction (default = 0) function FillAsteroidPath(path, maxOffset, class, count, maxSpeedX, maxSpeedY, maxSpeedZ, minSpeedX, minSpeedY, minSpeedZ) end -------------------------------------------------------------- -- Registers the specified region class as a death region. Entities that enter this region will be immediately killed. -- -- @param #string regionClass ID of region class function AddDeathRegion(regionClass) end -------------------------------------------------------------- -- Registers the specified region class as a landing region. Flyers will be able to land when inside of this region. -- -- @param #string regionClass ID of region class function AddLandingRegion(regionClass) end -------------------------------------------------------------- -- Removes the specified region class. Death regions and landing regions removed by RemoveRegion can be re-added -- with AddDeathRegion or AddLandingRegion. -- -- @param #string regionClass ID of region class function RemoveRegion(regionClass) end -------------------------------------------------------------- -- Returns whether or not the specified character is in the specified region. -- -- @param #int integerChrIdx Integer index of character -- @param #string region ID of region class -- @return #int 1 if character is in region, 0 if not function IsCharacterInRegion(integerChrIdx, region) end -------------------------------------------------------------- -- Returns the name of the specified region class. -- -- @param #string region ID of region class -- @return #string Name of region function GetRegionName(region) end -------------------------------------------------------------- -- Returns the class of the specified region. -- -- @param #string region Name of region -- @return #string ID of region class function GetRegion(region) end -------------------------------------------------------------- -- Wipes out any allocations that may have been done automatically for walkers. You’ll need to have this line in, -- and uncommented if you want to have walkers in your level. function ClearWalkers() end -------------------------------------------------------------- -- Adds walkers to your level. -- -- The first number inside the parenthesis (numPairs) specifies how many leg pairs the walker type has. -- Droidekas are set up as a special case, with 0 leg pairs. So as you can see below, we have AddWalkerType(0,4), this -- specifies that we will have 4 walkers with 0 leg pairs (droidekas). 1 leg pair would specify a walker with one pair -- of legs, an ATST for example, or a one-man ATST from the Clone Wars era. So for 2 ATSTs, we would have a line that -- says AddWalkerType(1, 2). 2 leg pairs would be a unit like the CIS spider walker, or an ATAT, and 3 leg pairs would -- be the 6-legged walker from the Clone Wars era. -- -- **Examples:** -- -- `AddWalkerType(0, 4) -- special -> droidekas, 0x4 (4 droidekas)` -- `AddWalkerType(1, 2) -- 1x2 (2 walkers with 1 pair of legs)` -- `AddWalkerType(2, 4) -- 2x4 (4 walkers with 2 pairs of legs)` -- `AddWalkerType(3, 1) -- 3x1 (1 walker with 3 pairs of legs)` -- -- @param #int numPairs How many leg pairs the walker type has -- @param #int count Max number of walkers of this type that can exist simultaneously in the level function AddWalkerType(numPairs, count) end -------------------------------------------------------------- -- Sets the distance around a waiting vehicle from which AI can be lured in. -- -- @param #int radius Notify radius in meters (probably) function SetAIVehicleNotifyRadius(radius) end -------------------------------------------------------------- -- Sets the overall view distance for AI. -- -- @param #float visibility Multiplier for how far AI can see function SetAIViewMultiplier(visibility) end -------------------------------------------------------------- -- Sets the distance from which AI scout units can snipe. -- -- @param #int distance Average distance in meters from which AI can snipe function AISnipeSuitabilityDist(distance) end -------------------------------------------------------------- -- When enabled, makes it so AI flyers are spatially aware of the ground, thus reducing/eliminating the chances of them crashing into it. -- -- @param #int enabled Set to 1 to enable, set to 0 to disable (default = 0) function SetGroundFlyerMap(enabled) end -------------------------------------------------------------- -- Turns on AutoBalancing. This will work for Conquest/Assault/CTF games. Not campaign. Basically -- if the score gets too far in one teams favor (+/- 40 conquest, 60 assault, 1 ctf) it will make -- the losing team better and the winning team worse until things get back to close again. function EnableAIAutoBalance() end -------------------------------------------------------------- -- Turns off AutoBalancing. It is on by default so you should use this for your campaign mode scripts. function DisableAIAutoBalance() end -------------------------------------------------------------- -- Sets the current difficulty modifier. This can be called from any point within a mission. So if you -- want the bad guys to be more difficult on just one objective, call this with say (0,2) in the OnStart -- function, then call it again with (0,0) to reset it in the OnComplete function. -- -- @param #int player Modifier for player team, positive value = team is better, negative value = team is worse (default = 0) -- @param #int enemy Modifier for enemy team, positive value = team is better, negative value = team is worse (default = 0) -- @param #string difficulty Optional argument. Sets the player and enemy difficulty only for this profile difficulty mode ("easy", "medium", or "hard") function SetAIDifficulty(player, enemy, difficulty) end -------------------------------------------------------------- -- Notifies the C++ code that the specified objective (uniquely identified in `text` parameter) exists for the specified team. -- Optionally specifies the text to show in a popup once the objective is activated. -- -- @param #int teamIndex Index of team to add the objective to -- @param #string text Path to localized text to display in the objective list once the objective is activated -- (example: `"level.ABC.objectives.1"`) -- @param #string popupText Optional argument. Path to localized text to display in a popup once the objective is -- activated (example: `"level.ABC.objectives.1_popup"`) function AddMissionObjective(teamIndex, text, popupText) end -------------------------------------------------------------- -- Tells the C++ code to activate the specified objective. -- -- @param #string text Path to localized text of the objective to activate (example: `"level.ABC.objectives.1"`) function ActivateObjective(text) end -------------------------------------------------------------- -- Tells the C++ code to complete the specified objective. -- -- @param #string text Path to localized text of the objective to complete (example: `"level.ABC.objectives.1"`) function CompleteObjective(text) end -------------------------------------------------------------- -- Adds the specified hint to the list of hints for the level. -- -- @param #string hintText Path to localized text of the hint (example: `"level.ABC.hints.1"`) function AddMissionHint(hintText) end -------------------------------------------------------------- -- Sets the flag gameplay type for the level. -- -- @param #string type Flag gameplay type. Possible values: -- `none` -- `1flag` -- `2flag` -- `campaign` function SetFlagGameplayType(type) end -- Space Assault -------------------------------------------------------------- -- Notifies C++ that we're running space assault now so it can do team scoring with critical systems and whatnot. -- -- @param #bool enabled Set to true to enable, or false to disable (default = false) function SpaceAssaultEnable(enabled) end -------------------------------------------------------------- -- Adds a critical system to be destroyed in space assault. -- -- @param #string name Name of the object in the level -- @param #int pointValue How many points the object is worth when it's destroyed -- @param #float hudPosX X coordinate for placing the hud health indicator for the critical system (`0.0..1.0`) -- @param #float hudPosY Y coordinate for placing the hud health indicator for the critical system (`0.0..1.0`) -- @param #bool displayHUDMarker Optional argument. Set to true to display the HUD marker, or false to not display it (default = true) function SpaceAssaultAddCriticalSystem(name, pointValue, hudPosX, hudPosY, displayHUDMarker) end -------------------------------------------------------------- -- Links together all of the critical system objects (the names of which are stored in the specified table) as one marker in space assault. -- -- @param #table objects Table containing the names of critical system objects to link together function SpaceAssaultLinkCriticalSystems(objects) end -------------------------------------------------------------- -- Unused. Exact functionality unknown. -- -- @param unknown Unknown argument function SpaceAssaultSetupTeamNumbers(unknown) end -------------------------------------------------------------- -- Sets up the HUD bitmaps for each team's capital ship, systems, etc. -- -- @param #string shipBitmapATT Name of texture to use for ATT team's ship -- @param #string shipBitmapDEF Name of texture to use for DEF team's ship -- @param #string shieldBitmapATT Name of texture to use for ATT team's shields -- @param #string shieldBitmapDEF Name of texture to use for DEF team's shields -- @param #string critSysBitmapATT Name of texture to use for each of ATT team's critical systems -- @param #string critSysBitmapDEF Name of texture to use for each of DEF team's critical systems function SpaceAssaultSetupBitmaps(shipBitmapATT, shipBitmapDEF, shieldBitmapATT, shieldBitmapDEF, critSysBitmapATT, critSysBitmapDEF) end -------------------------------------------------------------- -- Returns the score limit for space assault. -- -- @return #int Score limit that each team must reach to win function SpaceAssaultGetScoreLimit() end -------------------------------------------------------------- -- Returns whether or not the current mission is using non-multiplayer rules. -- -- @return #int 1 if using non-multiplayer rules, 0 if using multiplayer rules function IsCampaign() end -------------------------------------------------------------- -- Returns the name of the first wld file that was loaded in the map. For example, if the stock hot1.lvl -- file is loaded, this function will return *hoth*, since the wld file in hot1 is called *hoth.wld*. -- -- @return #string Name of the first-loaded wld file function GetWorldFilename() end -- Messages -------------------------------------------------------------- -- Prints the specified localized key in the message box in the player's HUD. For example, printing the key -- "level.cor1.objectives.campaign.1" would print "Capture the Jedi Council Chamber". -- -- @param #string keyPath Full path of localized key to show (example: "level.cor1.objectives.campaign.1") -- @param #int teamIndex Optional argument. Index of team to show message to if specified, or shows to players on both teams if unspecified function ShowMessageText(keyPath, teamIndex) end -------------------------------------------------------------- -- DEPRECATED, DOESN'T WORK. -- -- @param #string keyPath Full path of localized key to show (example: "level.cor1.objectives.campaign.1") function ShowPopup(keyPath) end -------------------------------------------------------------- -- DEPRECATED, DOESN'T WORK. -- -- @param #string keyPath Full path of localized key to show (example: "level.cor1.objectives.campaign.1") function ShowObjectiveTextPopup(keyPath) end -------------------------------------------------------------- -- Shows or hides the specified Timer. -- -- @param #string timer ID (or handler returned from CreateTimer) of the Timer to show. Set to nil (or leave blank) to hide all Timers function ShowTimer(timer) end -------------------------------------------------------------- -- Shows the specified localized text in a selection popup. Used in spa2c_c for choosing control layout making but not for PC?! -- -- @param #string text Path to localized text to show (example: `"level.spa2.objectives.popup.selectConfig"`) function ShowSelectionTextPopup(text) end -------------------------------------------------------------- -- Plays the specified sound stream for all players, or optionally only for players on the specified team. -- -- @param #string streamID ID of sound stream properties to play -- @param #int teamIndex Optional argument. If set, plays the sound stream properties only for players on this team function BroadcastVoiceOver(streamID, teamIndex) end -------------------------------------------------------------- -- Kills the player of the specified HUD viewport. -- -- @param viewport Viewport of the player to kill function ScriptCB_PlayerSuicide(viewport) end -- Markers -------------------------------------------------------------- -- Attaches a map marker to the specified region class. -- -- @param #string region ID of region class to attach marker to -- @param #string markerClass Name of marker icon texture to use (the only value that seems to work is `"hud_objective_icon_circle"`) -- @param #float size Icon size multiplier -- @param #int teamIndex Index of team that should be able to see the marker -- @param #string color Icon color. Possible values: -- `RED` -- `GREEN` -- `BLUE` -- `CYAN` -- `MAGENTA` -- `YELLOW` -- `ORANGE` -- `WHITE` -- `BLACK` -- @param #bool showOnHUD Optional argument. Set to true to also show the marker on the player's HUD, or false to only show it on the map. NOTE: Doesn't seem to -- work with this particular marker function (default = true) -- @param #bool pulseOpacity Optional argument. Set to true to linearly interpolate marker opacity from `(alpha*1.0)` to `(alpha*0.0)` -- once per second, or false to keep opacity static (default = true) -- @param #bool pulseSize Optional argument. Set to true to linearly interpolate marker size from `(size*0.5)` to `(size*1.5)` once -- per second, or false to keep size static (default = true) function MapAddRegionMarker(region, markerClass, size, teamIndex, color, showOnHUD, pulseOpacity, pulseSize) end -------------------------------------------------------------- -- Removes any map markers attached to the specified region class. -- -- @param #string region ID of region class to remove markers from function MapRemoveRegionMarker(region) end -------------------------------------------------------------- -- Attaches a map marker to the specified entity. -- -- @param #string entity ID of entity to attach marker to -- @param #string markerClass Name of marker icon texture to use (the only value that seems to work is `"hud_objective_icon_circle"`) -- @param #float size Icon size multiplier -- @param #int teamIndex Index of team that should be able to see the marker -- @param #string color Icon color. Possible values: -- `RED` -- `GREEN` -- `BLUE` -- `CYAN` -- `MAGENTA` -- `YELLOW` -- `ORANGE` -- `WHITE` -- `BLACK` -- @param #bool showOnHUD Optional argument. Set to true to also show the marker on the player's HUD, or false to only show it on the map (default = true) -- @param #bool pulseOpacity Optional argument. Set to true to linearly interpolate marker opacity from `(alpha*1.0)` to `(alpha*0.0)` -- once per second, or false to keep opacity static (default = true) -- @param #bool pulseSize Optional argument. Set to true to linearly interpolate marker size from `(size*0.5)` to `(size*1.5)` once -- per second, or false to keep size static (default = true) function MapAddEntityMarker(entity, markerClass, size, teamIndex, color, showOnHUD, pulseOpacity, pulseSize) end -------------------------------------------------------------- -- Removes any map markers attached to the specified entity. -- -- @param #string entity ID of entity to remove markers from function MapRemoveEntityMarker(entity) end -------------------------------------------------------------- -- Attaches a map marker to all instances of the specified entity class. -- -- @param #string class Name of entity class to attach markers to (example: `"imp_inf_trooper"`) -- @param #string markerClass Name of marker icon texture to use (the only value that seems to work is `"hud_objective_icon"`) -- @param #float size Icon size multiplier -- @param #int teamIndex Index of team that should be able to see the marker -- @param #string color Icon color. Possible values: -- `RED` -- `GREEN` -- `BLUE` -- `CYAN` -- `MAGENTA` -- `YELLOW` -- `ORANGE` -- `WHITE` -- `BLACK` -- @param #bool showOnHUD Optional argument. Set to true to also show the marker on the player's HUD, or false to only show it on the map (default = true) -- @param #bool pulseOpacity Optional argument. Set to true to linearly interpolate marker opacity from `(alpha*1.0)` to `(alpha*0.0)` -- once per second, or false to keep opacity static (default = true) -- @param #bool pulseSize Optional argument. Set to true to linearly interpolate marker size from `(size*0.5)` to `(size*1.5)` once -- per second, or false to keep size static (default = true) function MapAddClassMarker(class, markerClass, size, teamIndex, color, showOnHUD, pulseOpacity, pulseSize) end -------------------------------------------------------------- -- Removes any map markers attached to the specified entity class. -- -- @param #string class Name of entity class to remove markers from function MapRemoveClassMarker(class) end -------------------------------------------------------------- -- Hides all command post markers from the minimap and radar. function MapHideCommandPosts() end -------------------------------------------------------------- -- Sets whether or not the specified object can be locked onto by weapons. -- -- @param #string objectName ID of object -- @param #int enabled Set to 1 to enable locking on, or 0 to disable function EnableBuildingLockOn(objectName, enabled) end -- Timer -------------------------------------------------------------- -- Checks whether or not a timer exists. -- -- @param #string timer ID (or handler returned from `CreateTimer`) of the timer to find function FindTimer(timer) end -------------------------------------------------------------- -- Creates a new Timer with the specified name and returns it. -- -- @param #string name Name to give the Timer -- @return Timer's handler function CreateTimer(name) end -------------------------------------------------------------- -- Deletes the specified Timer. Do not use the timer after destroying it! -- -- @param #string timer ID (or handler returned from CreateTimer) of the Timer function DestroyTimer(timer) end -------------------------------------------------------------- -- Activates the specified Timer. -- -- @param #string timer ID (or handler returned from CreateTimer) of the Timer function StartTimer(timer) end -------------------------------------------------------------- -- Deactivates the specified Timer. -- -- @param #string timer ID (or handler returned from CreateTimer) of the Timer function StopTimer(timer) end -------------------------------------------------------------- -- Sets the value of the specified Timer. -- -- @param #string timer ID (or handler returned from CreateTimer) of the Timer -- @param #float value Timer's duration in seconds function SetTimerValue(timer, value) end -------------------------------------------------------------- -- Returns the value of the specified Timer. -- -- @param #string timer ID (or handler returned from CreateTimer) of the Timer -- @return #float The Timer's value function GetTimerValue(timer) end -------------------------------------------------------------- -- Sets the rate of the specified Timer. -- -- @param #string timer ID (or handler returned from CreateTimer) of the Timer -- @param #float rate Multiplier for Timer's elapse speed (default = 1.0) function SetTimerRate(timer, rate) end -------------------------------------------------------------- -- Returns the rate of the specified Timer. -- -- @param #string timer ID (or handler returned from CreateTimer) of the Timer -- @return #float The Timer's rate function GetTimerRate(timer) end -------------------------------------------------------------- -- Shows or hides the timer. -- -- @param #string timer ID (or handler returned from CreateTimer) of the Timer function GetTimerName(timer) end -------------------------------------------------------------- -- Tell the C++ code about the defeat timer (which will display it on the HUD). -- -- @param #string timer ID (or handler returned from CreateTimer) of the Timer to pair with the defeat timer -- @param #int teamIndex Index of team to associate with the defeat timer function SetDefeatTimer(timer, teamIndex) end -------------------------------------------------------------- -- Tell the C++ code about the victory timer (which will display it on the HUD). -- -- @param #string timer ID (or handler returned from CreateTimer) of the Timer to pair with the victory timer. Set to nil (or leave blank) to hide it -- @param #int teamIndex Index of team to associate with the victory timer function SetVictoryTimer(timer, team) end -------------------------------------------------------------- -- UNUSED. Tell the C++ code about the mission timer (which will display it on the HUD). -- -- @param #string timer ID (or handler returned from CreateTimer) of the Timer to pair with the mission timer. Set to nil (or leave blank) to hide it function SetMissionTimer(timer) end -- Object -------------------------------------------------------------- -- Returns the object pointer of the specified object -- -- @param #string objectName ID of object to get pointer of -- @return The object's pointer function GetObjectPtr(objectName) end -------------------------------------------------------------- -- Activates the specified object. -- -- @param #string objectName ID of object to activate function ActivateObject(objectName) end -------------------------------------------------------------- -- Deactivates the specified object. -- -- @param #string objectName ID of object to deactivate function DeactivateObject(objectName) end -------------------------------------------------------------- -- -- @param #string objectName ID of object to set the team of -- @param #int teamIndex Index of the team to assign to the object function SetObjectTeam(objectName, teamIndex) end -------------------------------------------------------------- -- Returns the team index of the specified object. -- -- @param #string objectName ID of object to destroy -- @return #int Index of the team the object belongs to function GetObjectTeam(objectName) end -------------------------------------------------------------- -- Returns whether or not the specified object is alive. -- -- @param #string objectName ID of object to get the name of -- @return #int 1 if object is alive, 0 if object is not alive function IsObjectAlive(objectName) end -------------------------------------------------------------- -- Returns the current health value of the specified object. -- -- @param #string objectName ID of object to get the current health value of -- @return #float Object's CurHealth value -- @return #float Object's MaxHealth value -- @return #float Object's AddHealth value function GetObjectHealth(objectName) end -------------------------------------------------------------- -- Returns the current shield value of the specified object. -- -- @param #string objectName ID of object to get the current shield value of -- @return #float Object's CurShield value -- @return #float Object's MaxShield value -- @return #float Object's AddShield value function GetObjectShield(objectName) end -------------------------------------------------------------- -- Returns the name of the most recent weapon that the specified object was hit by. -- -- @param #string objectName ID of object to check -- @return #string Weapon class name function GetObjectLastHitWeaponClass(objectName) end -------------------------------------------------------------- -- Kills the specified object. -- -- @param #string objectName ID of object to destroy function KillObject(objectName) end -------------------------------------------------------------- -- Respawns the specified object. -- -- @param #string objectName ID of object to respawn function RespawnObject(objectName) end -- Entity -------------------------------------------------------------- -- Returns the entity pointer of the specified object or character unit index. -- -- @param object ID of object or character unit index -- @return Entity pointer of object or character function GetEntityPtr(object) end -------------------------------------------------------------- -- Returns the name of the specified entity. -- -- @param entity ID of entity -- @return #string Entity name function GetEntityName(entity) end -------------------------------------------------------------- -- Returns the class of the specified entity. Can be used with FindEntityClass to check whether or not an entity is a certain class. -- -- @param entity ID of entity -- @return Entity class function GetEntityClass(entity) end -------------------------------------------------------------- -- Returns the class name of the specified entity. -- -- @param entity ID of entity -- @return #string Entity class name function GetEntityClassName(entity) end -------------------------------------------------------------- -- Sets the matrix of the specified entity. -- -- @param entity ID of entity -- @param matrix Entity matrix to apply to entity function SetEntityMatrix(entity, matrix) end -------------------------------------------------------------- -- Returns the matrix of the specified entity. -- -- @param entity ID of entity -- @return Entity matrix function GetEntityMatrix(entity) end -------------------------------------------------------------- -- Sets the value of a property for the specified object. -- -- @param objectName ID of object or character unit index -- @param #string property ID of the property to set -- @param value Value to set the property to function SetProperty(objectName, property, value) end -------------------------------------------------------------- -- Creates a new instance of the specified entity and returns it. -- -- @param #string class Name of the entity class to instantiate -- @param node Path point to create the entity at -- @param #string name Name to assign to the entity -- @return Entity instance function CreateEntity(class, node, name) end -------------------------------------------------------------- -- Deletes the specified entity. -- -- @param entity ID of entity function DeleteEntity(entity) end -------------------------------------------------------------- -- Returns the entity class pointer of the specified entity. -- -- @param entity ID of entity -- @return Entity class pointer function GetEntityClassPtr(entity) end -------------------------------------------------------------- -- Sets the value of a property for the specified object class. -- -- @param objectClass ID of object class -- @param #string property ID of the property to set -- @param value Property's value to set function SetClassProperty(objectClass, property, value) end -------------------------------------------------------------- -- Forces the specified flyer to perform a take-off. -- -- @param #string flyer ID of flyer object or flyer vehicle spawn object function EntityFlyerTakeOff(flyer) end -------------------------------------------------------------- -- Forces the specified flyer to perform a landing. -- -- @param #string flyer ID of flyer object or flyer vehicle spawn object function EntityFlyerLand(flyer) end -------------------------------------------------------------- -- Initializes the specified flyer as flying. -- -- @param #string flyer ID of flyer object or flyer vehicle spawn object function EntityFlyerInitAsFlying(flyer) end -------------------------------------------------------------- -- Initializes the specified flyer as landed. -- -- @param #string flyer ID of flyer object or flyer vehicle spawn object function EntityFlyerInitAsLanded(flyer) end -------------------------------------------------------------- -- Forces the specified entity into the specified vehicle. -- -- @param entity Entity or character unit index to force into vehicle -- @param #string vehicle ID of the vehicle class function EnterVehicle(entity, vehicle) end -------------------------------------------------------------- -- Forces the specified entity out of whatever vehicle it's currently in. -- -- @param entity Entity or character unit index to force out of vehicle function ExitVehicle(entity) end -------------------------------------------------------------- -- Enables or disables the specified flyer path. -- -- @param #int pathID ID of flyer spline path to enable -- @param #int enable Set to 1 to enable the path, or set to 0 to disable the path function EnableFlyerPath(pathID, enable) end -------------------------------------------------------------- -- Returns the path point based on the specified path node. -- -- @param #string pathName ID of path -- @param #int nodeIdx Numeric ID of path node -- @return Path point function GetPathPoint(pathName, nodeIdx) end -------------------------------------------------------------- -- Returns the number of units that are currently alive in the specified team. -- -- @param #int teamIndex Index of team -- @return #int Number of units currently alive in team function GetNumTeamMembersAlive(teamIndex) end -------------------------------------------------------------- -- Creates a new matrix based on an existing one. -- -- @param #float rad Rotation angle in radians around chosen axes or X axis if none chosen -- @param #float rotX Rotation around x axis if rotX ~= 0 -- @param #float rotY Rotation around y axis if rotY ~= 0 -- @param #float rotZ Rotation around z axis if rotZ ~= 0 -- @param #float posX Translates unit on X axis -- @param #float posY Translates unit on Y axis -- @param #float posZ Translates unit on Z axis -- @param matrix Starting point for matrix changes -- @return Newly created matrix function CreateMatrix(rad, rotX, rotY, rotZ, posX, posY, posZ, matrix) end -------------------------------------------------------------- -- Returns the current screen position relative to what seems to be the entity camera or -- entity origin point (otherwise known as pivot point or center of geometry (COG)). -- -- @param entity Entity, or integer character index (returned by GetCharacterUnit) to check -- @return #float X position -- @return #float Y position -- @return #float Z position (so it seems, anyway) function GetScreenPosition(entity) end -- procedural animation callbacks -------------------------------------------------------------- -- Resumes playing of animation group from whichever time it was at last. -- -- @param #string animationGroupName ID of animation group to resume function PlayAnimation(animationGroupName) end -------------------------------------------------------------- -- Pauses animation group's playback – objects remain where they are currently. -- -- @param #string animationGroupName ID of animation group to pause function PauseAnimation(animationGroupName) end -------------------------------------------------------------- -- Instanly rewinds the animation group to the beginning. Can be called while the group is playing. -- If called while the group is stopped, play will resume from the beginning when Play is called. -- -- @param #string animationGroupName ID of animation group to rewind function RewindAnimation(animationGroupName) end -------------------------------------------------------------- -- Takes the current positions of the objects referenced by the group, and uses those positions -- as the new start point for when that object is next animated. -- -- @param #string animationGroupName ID of animation group to affect function SetAnimationStartPoint(animationGroupName) end -------------------------------------------------------------- -- Plays the indicated animation group from beginTime to endTime. So for a 10-second animation, -- playing from 0 to 5 plays the first half, and playing from 5 to 10 plays the second half. -- -- @param #string animationGroupName ID of animation group to play -- @param #float beginTime Start point of animation in seconds -- @param #float endTime End point of animation in seconds function PlayAnimationFromTo(animationGroupName, beginTime, endTime) end -- Character -------------------------------------------------------------- -- Returns the total number of units (living or dead) on the specified team. -- -- @param #int teamIndex Index of team to get size of -- @return #int Size of team function GetTeamSize(teamIndex) end -------------------------------------------------------------- -- Returns the integer character index of the specified unit index from the specified team. -- -- @param #int teamIndex Index of team -- @param #int unitIndex Index of unit to get integer character index of -- @return #int Integer character index function GetTeamMember(teamIndex, unitIndex) end -------------------------------------------------------------- -- -- @param #int characterIndex Index of character to get team of -- @return #int Index of team the character belongs to function GetCharacterTeam(characterIndex) end -------------------------------------------------------------- -- Selects the specified team for the specified character (as if you were doing so manually via the spawn screen). -- -- @param #int character Character unit -- @param #int teamIndex Index of team to select function SelectCharacterTeam(character, teamIndex) end -------------------------------------------------------------- -- Returns whether the specified character is a human player or an AI. -- -- @param #int characterIndex Index of character to check "humanity" of -- @return #int 1 if character is human, 0 if character is not human function IsCharacterHuman(characterIndex) end -------------------------------------------------------------- -- Selects the specified team for the specified character (as if you were doing so manually via the spawn screen). -- -- @param #int character Character unit -- @param #int class Name of class to select function SelectCharacterClass(character, class) end -------------------------------------------------------------- -- Returns the numeric index of the specified character's class (starting at 0). If you think of a team's list of -- classes as a table (with the hero being the last class in the list), the first class's index would be 0, the -- second class's index would be 1, etc. -- -- @param #int integerChrIdx Integer character index returned by GetCharacterUnit -- @return #int Numeric index of character's class function GetCharacterClass(integerChrIdx) end -------------------------------------------------------------- -- Moves specified number of units from the source team to the destination team. No, you can't specify which units -- are moved. All this function does is iterate through the list of units on the source team and move each unit to -- the source team until the iterator max limit, `numUnits`, has been reached. Think of it as a for loop where -- the `min` is `1` and the `max` is `numUnits`, and inside the loop is a function that moves the unit index (shifted -- up by 1, so the player's index is going to be 1) matching the loop's `cur` value to the destination team. -- -- Also worth noting is when an alive unit is moved with this function, the function will not automatically kill the -- unit, so you must kill the unit through some other means if you don't want the unit to remain spawned their current -- class. One way you might do this (and this is untested) is by looping through `destTeam`'s units and killing them -- (and only loop through as many as you plan on moving to the other team), and then call `BatchChangeTeams` immediately -- after the loop has finished. Here's what this might look like: -- -- `unitsToMove = 5` -- -- `for unit=0,unitsToMove-1 do` -- ` KillObject(GetCharacterUnit(GetTeamMember(ATT, unit)))` -- `end` -- -- `BatchChangeTeams(ATT, DEF, unitsToMove)` -- -- @param #int sourceTeam Index of source team, where units are moved from -- @param #int destTeam Index of destination team, where units are moved to -- @param #int numUnits Number of units to move function BatchChangeTeams(sourceTeam, destTeam, numUnits) end -------------------------------------------------------------- -- Prevents or allows spawning of AI units from the specified team. -- -- @param #int teamIndex Index of team to affect -- @param #int canSpawn Set to 1 to allow AI units on this team to spawn, or 0 to prevent them from spawning function AllowAISpawn(teamIndex, canSpawn) end -------------------------------------------------------------- -- Spawns the specified character unit index at the specified path point. -- -- @param #int integerChrIdx Unit returned from GetCharacterUnit -- @param pathPoint Path point returned from GetPathPoint function SpawnCharacter(integerChrIdx, pathPoint) end -------------------------------------------------------------- -- Returns the integer character index from the specified entity or team member index. -- -- @param entity Character entity, or character index returned from GetTeamMember -- @return #int Character unit index function GetCharacterUnit(entity) end -------------------------------------------------------------- -- Returns the integer vehicle index from the specified vehicle entity. -- -- @param entity Vehicle entity -- @return #int Vehicle index function GetCharacterVehicle(entity) end -------------------------------------------------------------- -- Returns the integer index from the specified RemoteTerminal entity. See BF2EntityRemoteTerminalClassReference for more information. -- http://www.secretsociety.com/forum/downloads/BF2Docs/ClassReference/BF2EntityRemoteTerminalClassReference.jpg -- -- @param entity RemoteTerminal entity -- @return #int RemoteTerminal entity index function GetCharacterRemote(entity) end -------------------------------------------------------------- -- Returns the integer vehicle index from the specified Controllable entity. See BF2ControllableClassReference for more information. -- http://www.secretsociety.com/forum/downloads/BF2Docs/ClassReference/BF2ControllableClassReference.jpg -- -- @param entity Vehicle entity -- @return #int Controllable entity index function GetCharacterControllable(entity) end -------------------------------------------------------------- -- Returns a command post's capture region. -- -- @param #string postID ID of command post -- @return #string ID of command post's capture region function GetCommandPostCaptureRegion(postID) end -------------------------------------------------------------- -- Returns a command post's bleed value. -- -- @param #string postID ID of command post -- @return #int Command post's bleed value function GetCommandPostBleedValue(postID) end -------------------------------------------------------------- -- Returns a command post's owning team. -- -- @param #string postID ID of command post -- @return #int Index of owning team function GetCommandPostTeam(postID) end -------------------------------------------------------------- -- Initiates a victory for the specified team. -- -- @param #int teamIndex Index of team to declare victory for function MissionVictory(teamIndex) end -------------------------------------------------------------- -- Initiates a defeat for the specified team. -- -- @param #int teamIndex Index of team to declare defeat for function MissionDefeat(teamIndex) end -------------------------------------------------------------- -- Sets the movie to play once the mission has ended. -- -- @param #string sourceFilename File containing the movie -- @param #string movieID ID of the movie properties to play function SetMissionEndMovie(sourceFilename, movieID) end -- AI Goal management functions -------------------------------------------------------------- -- Removes all previous AI goals for this team. You should call this before you set the -- first goals for a team, since teams 1, 2, and 3 start out with a default Conquest goal. -- -- @param #int teamIndex Index of team to clear goals of function ClearAIGoals(teamIndex) end -------------------------------------------------------------- -- Removes the specified goal. -- -- @param goalHandle Handle returned by AddAIGoal function DeleteAIGoal(goalHandle) end -------------------------------------------------------------- -- Adds an AI goal for this team. -- -- @param #int teamIndex Index of team to add goal to -- @param #string goalType Goal's type. Can be one of the following... -- `Conquest` - capture enemy team's CPs while preventing own from being captured. -- `Deathmatch` - just kill everyone. -- `Destroy` - destroy the target (a gameobject pointer, or a character index) (set in target1). -- `Defend` - defend the target (a gameobject pointer, or a character index) (set in target1). -- `CTFOffense` - try to get the specified flag (set in `target2`) and bring it back to the specified region (set in target1). -- `CTFDefense` - protect the specified flag (set in `target1`), and hunt down and return it when its stolen. -- `Follow` - follow around the target (like defend, but uses a tight follow) (set in `target1`). -- @param #int weight Weight is a relative weight for this goal. Since you can specify more than one goal for a -- team at a time, this specifies how the guys are divided. A goal with weight 2 will get -- twice as many guys as the goal with weight 1. The size of the numbers doesn't matter and -- they don't have to add up to 100 or anything. -- @param target1 If `goalType` is: -- `Destroy` - this is a gameobject pointer or a character index. -- `Defend` - this is a gameobject pointer or a character index. -- `CTFOffense` - this is a region name. -- `CTFDefense` - this is a flag pointer. -- `Follow` - this is a gameobject pointer. -- @param target2 If `goalType` is: -- `CTFOffense` - this is a flag pointer. -- @return Goal's handle. function AddAIGoal(teamIndex, goalType, weight, target1, target2) end -- dynamic congraph functions -------------------------------------------------------------- -- Blocks the given dynamic connection/group if it is currently unblocked, or unblocks it if it is currently blocked. -- -- @param #int connection ID of dynamic connection or planning group to toggle function TogglePlanningGraphArcs(connection) end -------------------------------------------------------------- -- Blocks the given dynamic connection/group. -- -- @param #int connection ID of dynamic connection or planning group to block function BlockPlanningGraphArcs(connection) end -------------------------------------------------------------- -- Unblocks the given dynamic connection/group. -- -- @param #int connection ID of dynamic connection or planning group to unblock function UnblockPlanningGraphArcs(connection) end -- dynamic barrier functions -------------------------------------------------------------- -- Disables the given barrier if it is currently enabled, or enables it if it is currently disabled. -- -- @param #int connection ID of barrier to toggle function ToggleBarriers(barrierID) end -------------------------------------------------------------- -- Enables the given barrier. -- -- @param #int connection ID of barrier to enable function EnableBarriers(barrierID) end -------------------------------------------------------------- -- Disables the given barrier. -- -- @param #int connection ID of barrier to disable function DisableBarriers(barrierID) end -------------------------------------------------------------- -- Prevents all AI or AI on a specified team from using any vehicle. When this -- is called, AI currently in a vehicle will be forced out of it. -- -- @param #int teamIndex Index of team to force out of vehicles -- @param #bool enabled True to prevent AI from entering vehicles, false to allow them to do so function ForceAIOutOfVehicles(teamIndex, enabled) end -------------------------------------------------------------- -- Disables the given barrier. -- -- @param #string postID ID of command post -- @param #int teamIndex Index of team whose AI to affect -- @param #int canCapture Set to 1 to allow AI from teamIndex to capture postID, set to 0 to prevent them from capturing it function AICanCaptureCP(postID, teamIndex, canCapture) end -------------------------------------------------------------- -- Sets the threshold at which AI units can no longer damage the specified -- object or entity. For example, if threshold is 0.5, AI will not be able -- to damage the object or entity if its health percentage is <= 50%. -- -- @param object Object or entity to affect -- @param #float threshold Lowest health percentage that object can be brought to by AI function SetAIDamageThreshold(object, threshold) end -------------------------------------------------------------- -- Translates AI command IDs to strings. -- -- @param command_id command_id returned by CharacterIssueAICommand event -- @return #string Depending on command_id, will be one of the following: "getintovehicle", -- "getoutofvehicle", "waitforpickup", "followchr", or "stopfollowchr" function TranslateAICommand(command_id) end -------------------------------------------------------------- -- Adds the specified amount to the specified entity's MaxShields. NOTE: This does not affect the entity's CurShields value. -- -- @param entity Entity, or integer index returned by GetCharacterUnit, GetCharacterVehicle, etc. -- @param #int shields Amount of shields to add function AddShieldStrength(entity, shields) end -------------------------------------------------------------- -- Sets the north angle on the minimap. -- -- @param #int angle New minimap rotation angle in degrees (clockwise) -- @param #int number Unknown, seemingly optional, doesn't appear to do anything. Some stock mission scripts have this set to 1, some don't include it at all function SetMapNorthAngle(angle, number) end -------------------------------------------------------------- -- Forces all non-AI players to join team 1. function ForceHumansOntoTeam1() end -------------------------------------------------------------- -- Returns whether or not the specified character can interact with flags. -- -- @param #int integerChrIdx Character unit index to check for flag interactibility (yeah I made up that word, so what, big whoop, wanna fight about it?) -- @return #int 1 if character can interact with flag, 0 if not function CanCharacterInteractWithFlag(integerChrIdx) end -------------------------------------------------------------- -- Returns the character unit carrying the specified flag. -- -- @param #string flag Name of the flag in the level -- @return #int Character unit index of flag carrier function GetFlagCarrier(flag) end -------------------------------------------------------------- -- Sets the map overall range (whatever that means). My guess is it's related to unit scan/transmit -- radar reporting. Either way, it doesn't appear to actually do anything. -- -- @param #int range Range in meters? (or maybe units in relation to minimap size) function SetMapRangeOverall(range) end -------------------------------------------------------------- -- Sets the map shooting range (whatever that means). My guess is it's related to unit scan/transmit -- radar reporting. Either way, it doesn't appear to actually do anything. -- -- @param #int range Range in meters? (or maybe units in relation to minimap size) function SetMapRangeShooting(range) end -------------------------------------------------------------- -- Sets the map range view cone (whatever that means). My guess is it's related to unit scan/transmit -- radar reporting. Either way, it doesn't appear to actually do anything. -- -- @param #int range Cone range in meters? (or maybe units in relation to minimap size) function SetMapRangeViewCone(range) end -------------------------------------------------------------- -- Sets the map view cone angle (whatever that means). My guess is it's related to unit scan/transmit -- radar reporting. Either way, it doesn't appear to actually do anything. -- -- @param #int angle Cone angle in degrees? function SetMapViewConeAngle(angle) end -------------------------------------------------------------- -- Removes the small minimap from the HUD. function DisableSmallMapMiniMap() end -- effects -------------------------------------------------------------- -- Spawns a new instance of the specified particle effect and returns it. -- -- @param effectFilename Name of particle effect to instantiate -- @return Particle effect instance function CreateEffect(effectFilename) end -------------------------------------------------------------- -- Deletes the specified particle effect instance. -- -- @param effect Particle effect instance returned by CreateEffect function RemoveEffect(effect) end -------------------------------------------------------------- -- Attaches the specified particle effect instance to the specified object. -- -- @param effect Particle effect instance returned by CreateEffect -- @param #string object ID of object to attach effect to function AttachEffectToObject(effect, object) end -------------------------------------------------------------- -- Attaches the specified particle effect instance to the specified matrix. -- -- @param effect Particle effect instance returned by CreateEffect -- @param matrix Matrix to attach effect to function AttachEffectToMatrix(effect, matrix) end -------------------------------------------------------------- -- Returns the matrix of the specified particle effect instance. -- -- @param effect Particle effect instance returned by CreateEffect -- @return Effect matrix function GetEffectMatrix(effect) end -------------------------------------------------------------- -- Sets the matrix of the specified particle effect instance. -- -- @param effect Particle effect instance returned by CreateEffect function SetEffectMatrix(effect, matrix) end -------------------------------------------------------------- -- Returns whether or not the specified particle effect is active. -- -- @param effect Particle effect instance returned by CreateEffect -- @return #int 1 if effect is active, 0 if effect is inactive function IsEffectActive(effect) end -------------------------------------------------------------- -- Sets the state of the specified particle effect. -- -- @param effect Particle effect instance returned by CreateEffect -- @param #int active Set to 1 to activate effect, set to 0 to deactivate effect function SetEffectActive(effect, active) end