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LuaSobGroupActions.cpp File Reference


Detailed Description

System: Scar

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Namespaces

namespace  luasobgroupaction

Functions

void SobGroup_Move (udword playerIndex, const char *sobGroupName, const char *ptName)
 this will move all Squadrons in SobGroup to the named volume

void SobGroup_MoveToSobGroup (const char *sobGroupNameBeingMove, const char *sobGroupNameMovingTo)
 issues a relative move order, the sobGroupNameBeingMove will move and follow the sobGroupNameMovingTo

void SobGroup_SwitchOwner (const char *sobGroupName, udword playerIndex)
 will switch all the squadrons of the sobGroup to the given player

void SobGroup_DockSobGroup (const char *sobGroupName, const char *sobDockToGroundName)
 dock the sob group to the second sob group

void SobGroup_DockSobGroupAndStayDocked (const char *sobGroupName, const char *sobDockToGroundName)
 dock the sob group to the second sob group. Once docked the ships will not launch until told to

void SobGroup_ParadeSobGroup (const char *sobGroupName, const char *sobParadeRoundName, udword paradeMode)
 Give the sobGroup a parade order.

void SobGroup_ChangePower (const char *sobGroupName, const char *weaponName, bool weaponPower)
 enable or disable the named weapon on all the ships in the sob group

void SobGroup_Launch (const char *sobGroupNameToLaunch, const char *sobGroupNameToLaunchFrom)
 launch the sob group from the names sob group, only works if the ships in the first sob group are currently docked with the first ship in the second sob group

void SobGroup_SetAutoLaunch (const char *sobGroupName, udword launchSetting)
 set the auto launch setting for the sob group, valid settings are ShipHoldLaunch, ShipHoldStayDockedUpToLimit and ShipHoldStayDockedAlways

sdword SobGroup_OwnedBy (const char *sobGroupName)
 get the index of the player that owns the sob group, this is the owner of the first owned ship in the sob group in the case of a mixed ownership group

void SobGroup_AttackSobGroupHardPoint (const char *sobGroupName, const char *sobGroupTargetName, const char *targetHardPoint)
 make the first sob group attack all the subsystems on hard points with the given name that exist in the second sob group

void SobGroup_CaptureSobGroup (const char *sobGroupName, const char *sobGroupTargetName)
 capture the second sob group with the first

void SobGroup_GuardSobGroup (const char *sobGroupName, const char *sobGroupNameToGuard)
 guard the second sob group with the first

float SobGroup_GetHardPointHealth (const char *sobGroupName, const char *hardPointName)
 get the health of the subsystem on the first hardpoint with the given name in the sobgroup

void SobGroup_SetHardPointHealth (const char *sobGroupName, const char *hardPointName, real32 newHealth)
 set the health of the subsystem on the first hardpoint with the given name in the sobgroup

bool SobGroup_CreateSubSystem (const char *sobGroupName, const char *subSystemName)
 Create a subsystem on all the ships in the sobGroup.

void SobGroup_ExitHyperSpace (const char *sobGroupName, const char *volumeName)
 the sobGroup will exit hyperspace at the center position of the volume

void SobGroup_ExitHyperSpaceSobGroup (const char *sobGroupNameToExit, const char *sobGroupNameExitCloseTo, float proximity)
 sobGroupNameToExit is in Hyperspace and will exit at the given proximity of sobGroupNameExitCloseTo it will be hyperspacing out along the axis of the position of sobGroupName and sobGroupNameExitCloseTo

void SobGroup_Despawn (const char *sobGroupName)
 make the sobgroup despawn (hyperspace without the effect), bring them back with SobGroup_Spawn or SobGroup_ExitHyperSpace or SobGroup_ExitHyperSpaceSobGroup

void SobGroup_Spawn (const char *sobGroupName, const char *volumeName)
 make the sobgroup spawn (hyperspace without the effect and the inactive time) in the given volume, sob group must be in in hyperspace already (or despawned)

const char * SobGroup_CreateShip (const char *sobGroupName, const char *shipName)
 returns a runtime sobGroup containing a squadron of the created ship

void SobGroup_DockSobGroupInstant (const char *sobGroupNameDocking, const char *sobGroupNameDockWith)
 will instantly dock sobGroupNameDocking with sobGroupNameDockWith it's using the first available ship with shipholds on the sobGroupNameDockWith

void SobGroup_Clear (const char *sobGroupName)
 clears a sobgroup

void SobGroup_DoDamageProximitySobGroup (const char *sobGroupName, udword playerIndex, float damage, float proximity)
 all ships of playerIndex within proximity of the SobGroup will take the specified amount of damage

void SobGroup_Create (const char *sobGroupName)
 Creates an empty sobGroup if the name doesn't already exist.

void SobGroup_FillShipsByType (const char *sobGroupNameToFill, const char *sobGroupName, const char *shipTypeName)
 Fills in sobGroupNameToFill with only the ships of shipTypeName from sobGroupName.

void SobGroup_FillUnion (const char *sobGroupOutName, const char *sobGroupName1, const char *sobGroupName2)
 returns sobGroupOutName with the contents of all the squadrons that are both in sobGroupName1 and sobGroupName2

void SobGroup_FillSubstract (const char *sobGroupNameReturn, const char *sobGroupName1, const char *sobGroupName2)
 fills in the sobGroupNameReturn containing the remainder obtained from substracting sobGroupName1 from sobGroupName2 ex: group1 has A, B, C, and group2 has B, the returned group will have A and C

void SobGroup_SobGroupAdd (const char *sobGroupName1, const char *sobGroupName2)
 adds the content of sobGroupName2 to sobGroupName1

void SobGroup_FillCompare (const char *sobGroupOutName, const char *sobGroupName1, const char *sobGroupName2)
 returns sobGroupOutName containing all squadrons that are in sobGroupName1 and sobGroupName2

void SobGroup_FollowPath (const char *sobGroupName, const char *pathName, bool forward, bool loop, bool attackMove)
 each squadron in the sobGroup will be issued an order to follow the specified path each squadron will try to find the closest waypoint on the path, and follow it in the direction specified by forward if loop is set then the ships will loop to the start point once they finish the path if attackMove is set then the ships will break off and attack anything they see (as if they were on aggressive tactics).

void SobGroup_SetCaptureState (const char *sobGroupName, udword state)
 force all ships in the sob group to be not capturable (0), have normal capture settins (1), or to be always capturable (2) once a ship is captured it will revert to normal settings.

void SobGroup_SetTactics (const char *sobGroupName, udword tactics)
 set the tactics for all the squadrons in the sob group valid tactics are AggressiveTactics, DefensiveTactics and PassiveTactics

void SobGroup_SpawnNewShipInSobGroup (sdword playerIndex, const char *shipType, const char *squadronName, const char *sobGroupToAddToName, const char *volumeName)
 create a squadron of the , place it in the middle of , add it to , add it to player

void SobGroup_DeployMines (const char *sobGroupName, const char *volumeName, real32 density)
 use all the mine layers in the sob group to do a combined mine field in the given volume, the mine field will be a cuboid although all volume types are handled

void SobGroup_RestrictBuildOption (const char *sobGroupName, const char *buildTypeName)
 restrict all build capable ships in the sob group from building the given type

void SobGroup_UnRestrictBuildOption (const char *sobGroupName, const char *buildTypeName)
 un restrict all build capable ships in the sob group from building the given type this will not remove research or subsystem dependancies, it will only work with normally buildable items which have been restricted

void SobGroup_FillBattleScar (const char *sobGroupName, const char *scarTypeName)
 fill ships with battle scar up to min( health-cap, triangle-cap )

void SobGroup_FillBattleScar_Debug (const char *sobGroupName, const char *scarTypeName, int maxNumScars)
 fill ships with battle scar up to min( health-cap, triangle-cap, maxNumScars )

void SobGroup_SalvageSobGroup (const char *sobGroupName, const char *targetSobGroupName)
 order sobGroupName to salvage the first ship out of targetSobGroupName

void SobGroup_RepairSobGroup (const char *repairingSobGroupName, const char *targetName)
 order the first sob group to repair the second

void SobGroup_DeSelectAll ()
 clears player's current selections

void SobGroup_ForceStayDockedIfDocking (const char *sobGroupName)
 if any of the sob group are docking, make sure the stay docked flag is set

void SobGroup_AbilityActivate (const char *sobGroupName, udword ability, bool activate)
 Enable/disable the specified ability for all the ships in the sob group.

void SobGroup_LoadPersistantData (const char *ShipToParadeRoundTypeName)
 make sobGroupName organise themselves instantly round roundName at volumeName, useHyperspace means they use the effect

void SobGroup_SetMadState (const char *sobGroupName, const char *stateName)
 play the named animation

void SobGroup_ManualEngineGlow (const char *sobGroupName, real32 thrust)
 manually set the engine glow

void SobGroup_AutoEngineGlow (const char *sobGroupName)
 remove manual override on engine glow

void SobGroup_AllowPassiveActionsAlways (const char *sobGroupName, bool set)
 override the game logic with this setting to allow passive actions (stuff like accepting docking and launching ships or building stuff) even when it's turned off.

void SobGroup_SetInvulnerability (const char *sobGroupName, bool on)
 set the invulnerability state for all the ships in the sob group

void SobGroup_SetInvulnerabilityOfHardPoint (const char *sobGroupName, const char *hardPointName, bool on)
 set the invulnerability of all the subsystems in the sobgroup which are on hardpoints with the given name

void SobGroup_Kamikaze (const char *sobGroupName, const char *targetGroupName)
 order the first sob group to attack all the ships in the second, then order them to ram the enemy

void SobGroup_SetSwitchOwnerFlag (const char *sobGroupName, bool flag)
 if false, ships in the sobGroup will stay in the sobGroup when they switch Owner the flag is on by default

float SobGroup_SetBuildSpeedMultiplier (const char *sobGroupName, float newMult)
 sets the build-speed multiple (default 1.0) of build-capable ships in given sobgroups returns the old multiplier before the change

void SobGroup_SetAsDeployed (const char *sobGroupName)
 Go through the sob group looking for ships which have one shot movement, when one is found disable its movement.

void SobGroup_SetTeamColours (const char *sobGroupName, vector3 baseColour, vector3 stripeColour, const char *badgeName)
 set the team colours and badge of a group of ships; only works in SP campaigns

void SobGroup_SetCaptureAlwaysDisables (const char *sobGroupName, bool alwaysDisable)
 If true then all the ships in the sob group which can be captured will only be disabled.

void SobGroup_SetDisplayedRestrictedHardpoint (const char *sobGroupName, udword nbSlot)
 used for UI to display the proper number of hardpoint, passing in 0 will display all of them


Function Documentation

void SobGroup_AbilityActivate const char *    sobGroupName,
udword    ability,
bool    activate
 

Enable/disable the specified ability for all the ships in the sob group.

If a ship does not have the ability in the ship tuning then enabling it will do nothing.

void SobGroup_AllowPassiveActionsAlways const char *    sobGroupName,
bool    set
 

override the game logic with this setting to allow passive actions (stuff like accepting docking and launching ships or building stuff) even when it's turned off.

This means these actions can happen even when docked or when hyperspacing.

void SobGroup_FollowPath const char *    sobGroupName,
const char *    pathName,
bool    forward,
bool    loop,
bool    attackMove
 

each squadron in the sobGroup will be issued an order to follow the specified path each squadron will try to find the closest waypoint on the path, and follow it in the direction specified by forward if loop is set then the ships will loop to the start point once they finish the path if attackMove is set then the ships will break off and attack anything they see (as if they were on aggressive tactics).

Once finished they will move to the point that they were previously using, not the closest point.

void SobGroup_ParadeSobGroup const char *    sobGroupName,
const char *    sobParadeRoundName,
udword    paradeMode
 

Give the sobGroup a parade order.

If the sobParadeRoundName group is valid then the ships will parade round the first valid ship in that group, otherwise they will pick the nearest ship. Set parade mode to 0 for a normal parade 1 means instant parade with the hyperspace effects 2 means instant parade with no effects, make sure the screen is black or the camera is looking somewhere else In the instant modes the squadrons will be ripped out of whatever they were doing before even if that activity normally can't be interupted

void SobGroup_SetCaptureAlwaysDisables const char *    sobGroupName,
bool    alwaysDisable
 

If true then all the ships in the sob group which can be captured will only be disabled.

If false it sets the capture back to normal, capture unless at unit cap.

void SobGroup_SetCaptureState const char *    sobGroupName,
udword    state
 

force all ships in the sob group to be not capturable (0), have normal capture settins (1), or to be always capturable (2) once a ship is captured it will revert to normal settings.

Ships without capture points and the "can be captured" ability will not be affected by this function


Generated on Fri Oct 31 04:05:39 2003 for Scar by doxygen1.3-rc3