Last updated: 1/5/00
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Functions
Acknowledgements:
Thanks to mike the goad for his annotated version of this document
activateObject();
activateObject( targetId, fValue );
AddComponentToPlanetSalvage();
no save game loaded
AddComponentToStashSalvage();
no save game loaded
addFoul();
(Starsiege Football)
addGeneralOrder();
addGeneralOrder(< label > , < consoleExecStr > );
addMissionButton();
addMissionButton buttonName bitmap helpString commandA commandB
addSquadmateOrders();
(Scripts.vol\MissionStdLib.cs)
addSquadOrder();
addSquadOrder(< label > , < consoleExecStr > );
addStatusBar();
setStatusBar: WindowName width1, width2, ... widthn
addToAmbientSoundSource();
(Scripts.vol\MissionStdLib.cs)
addToolButton();
addToolButton: WindowName ButtonName BitmapFile [wrapAfter] [toggleButton]
addToolGap();
addToolGap: WindowName GapName
addToSet();
addToSet: setName [objectName] ...
addVehicleMass();
addVehicleMass id metricTons
addWeaponToPlanetSalvage();
no save game loaded
addWeaponToStashSalvage();
no save game loaded
alarmSoundsOff();
(Scripts.vol\MissionStdLib.cs)
Could not locate object
alarmSoundsOn();
(Scripts.vol\MissionStdLib.cs)
Could not locate object
allowComponent();
allowComponent (< short name or id > , < bool > );
Keywords:
all, all_common, all_human, all_cybrid, all_alien, display
Examples:
allowComponent("all", true); #allow all components
allowComponent(133, false); #don't allow zeta reactor
allowComponent("display", true); #display all components that are allowed
allowVehicle();
allowVehicle(< short name or id > , < bool > );
Keywords:
all, all_tanks, all_hercs, all_human, all_cybrid, display
Examples:
allowVehicle("all", true); #allow all vehicles
allowVehicle(5, false); #don't allow basilisks
allowVehicle("display", true); #display all vehicles that are allowed
allowWeapon();
allowWeapon(< short name or keyword > , < bool > );
Keywords:
all, all_common, all_human, all_cybrid, all_alien
all_ammo, all_energy, all_locking
Examples:
allowWeapon("all", true); #allow all weapons
allowWeapon(101, false); #don't allow lasers
allowWeapon("display", true); #display all weapons that are allowed
...humm that didn't work :)
antiTeamKill();
(multiplayerStdLib.cs)
appendSearchPath();
ApplyButton::onAction();
armorInfo1();
armorInfo2();
armorInfoSpecial();
avalancheSounds();
(Scripts.vol\MissionStdLib.cs)
ban();
ban(playerId, minutes, < reason > );
bigExplosion();
(multiplayerStdLib.cs)
bind();
bind keyboard[0-n] [make, break] {ctrl, alt, shift} {ascii, keyName}
bind joystick[0-n] [make, break] {ctrl, alt, shift} button[0-n]
bind joystick[0-n] move[x, y, z, r, u, v]
bind mouse[0-n] [make, break] {ctrl, alt, shift} button[0-n]
bind mouse[0-n] move[x, y, z, r, u, v]
bindAction();
bindAction keyboard[0-n] [make, break] {ctrl, alt, shift} {ascii, keyName}
bindAction joystick[0-n] [make, break] {ctrl, alt, shift} button[0-n]
bindAction joystick[0-n] move[x, y, z, r, u, v]
bindAction mouse[0-n] [make, break] {ctrl, alt, shift} button[0-n]
bindAction mouse[0-n] move[x, y, z, r, u, v]
bindCommand();
bindCommand keyboard[0-n] [make, break] {ctrl, alt, shift} {ascii, keyName}
bindCommand joystick[0-n] [make, break] {ctrl, alt, shift} button[0-n]
bindCommand joystick[0-n] move[x, y, z, r, u, v]
bindCommand mouse[0-n] [make, break] {ctrl, alt, shift} button[0-n]
bindCommand mouse[0-n] move[x, y, z, r, u, v]
blast();
(multiplayerStdLib.cs)
BlueAmmo::structure::onDestroyed();
(multiplayerStdLib.cs)
BlueAmmo::trigger::onContact();
(multiplayerStdLib.cs)
BlueAmmo::trigger::onEnter();
(multiplayerStdLib.cs)
BlueHeal::structure::onDestroyed();
(multiplayerStdLib.cs)
BlueHeal::trigger::onContact();
(multiplayerStdLib.cs)
BlueHeal::trigger::onEnter();
(multiplayerStdLib.cs)
BlueZen::structure::onDestroyed();
(multiplayerStdLib.cs)
BlueZen::trigger::onContact();
(multiplayerStdLib.cs)
BlueZen::trigger::onEnter();
(multiplayerStdLib.cs)
browseBox();
browseBoxtitle question conVar::Result filterName filter [filterName filter...]
BrushDetail::onSelect();
buildDrone();
invalid script file .cs.
buildFlyer();
invalid script file .cs.
buildHerc();
invalid script file .cs.
buildTank();
invalid script file .cs.
cameraLockFocus();
cameraLockFocus: only on server
CameraToObject::onAction();
CampaignEcho();
SaveGame::File not yet initialized
CampaignLoad();
CampaignLoad(< campaign > , < playerName > );
cdAudioCycle();
cdAudioCycle < track num 1 > < track num 2 > < track num n >
cdAudioFadeStop();
cdAudioGetVolume();
cdAudioNew();
cdAudio object already created
cdAudioStop();
cdAudioStoponEndCurTrack();
checkBoundary();
(Scripts.vol\MissionStdLib.cs)
getDistance( obj1, obj2 )
checkBoundary( , , , , ); Line: 1 - SYNTAX ERROR
checkDirectXVersion();
checkDisk();
checkDiskFreeSpace(< sizeInMB > );
checkDistance();
(Scripts.vol\MissionStdLib.cs)
checkDistance( , , , , ); Line: 1 - SYNTAX ERROR
CheckForDups();
Checking managers for duplicate entries
Manager check complete
checkForFile();
checkGameWon();
clearGeneralOrders();
(Scripts.vol\MissionStdLib.cs)
clearStatusField();
clearStatuspart: WindowName StatusPart
clientCursorOff();
(Turns off the mouse cursor and reactivates the freelook)
clientCursorOn();
(Deactivates the freelook and turns on the mouse cursor)
clientTree();
(Opens a mission tree in the client)
cloakInfo1();
cloakInfo2();
cloneVehicle();
cloneVehicle(%id), returns id of clone
closeMovie();
closeMovie < movObjId >
cls();
(clears the console screen)
CollisionDetail();
SimShape::toggleBoundingBox: Unknown command
combatCamera();
componentIsInPlanetInventory();
componentIsInPlanetInventory: only valid in single player, non-training
confirmBox();
confirmBox: title question
connect();
Connect: < net_address)
Console::enable();
Console::enable(< true/false > );
control::getActive();
control::getActive(control);
control::getActive(control, value);
control::getText();
control::getText(control);
control::getText(control, value);
control::getValue();
control::getValue(control);
control::getValue(control, value);
control::getVisible();
control::getVisible(control);
control::getVisible(control, value);
control::performClick();
control::performClick(control);
control::performClick(control, value);
control::setActive();
control::setActive(control, value);
control::setText();
control::setText(control, value);
control::setValue();
control::setValue(control);
control::setValue(control, value);
control::setVisible();
control::setVisible(control);
control::setVisible(control, value);
convertSpaces();
copyVolToDisk();
copyVolToDisk(< volName > );
countdownOffenses();
(multiplayerStdLib.cs)
createAmbientSoundSource();
(Scripts.vol\MissionStdLib.cs)
Could not locate object
Could not locate object
Could not locate object
Could not locate object
Could not locate object
Could not locate object
createServer();
createServer serverName [noPlayers] [password]
createSSMuteX();
(Closes Starsiege)
cursorOff();
cursorOff: canvasName
cursorOn();
cursorOn: canvasName
cybridBaseSounds();
(Scripts.vol\MissionStdLib.cs)
(Could not locate object);
cycleCamera();
cycleNavPoint();
(Scripts.vol\MissionStdLib.cs)
setNavMarker: not a nav marker
setNavMarker: not a nav marker
*** cycleNavPoint( , , ), Line: 1 - SYNTAX ERROR
damage();
(outputs component information about one unit to the console)
damage(objectID);
//returns true when objectID is hit
usageExample:
function vehicle::onAttacked(%this)
{
if(%this == getObjectID($PAL)) //decoded $Pal only
{
messageBox(0, damage
(%this)); //always true when $Pal was hit
say(0, 0, "Hit on Pal", ""); //confirms $Pal was hit
}
}
damageArea();
damageArea( objectId, posx, posy, posz, radius, damage );
damageDetail();
damageDetail(objectID);
//returns true when objectID is hit
usageExample:
function vehicle::onAttacked(%this)
{
if(%this == getObjectID($PAL)) //decoded $Pal only
{
messageBox(0, damageDetail(%this)); //always true when $Pal was hit
say(0, 0, "Hit on Pal", ""); //confirms $Pal was hit
}
}
damageObject( targetid, fValue );
//damageObject($A1, 10000);
dataRelease();
dataStore: objectId key
dataRetrieve();
dataStore: objectId key
dataStore();
dataStore: objectId key value
dbecho();
deactivateObject();
deactivateObject( targetid, fValue ); no effect in M-player
debug();
(Crashes Starsiege)
defaultMountables();
defaultWeapons();
defineKey();
defineKey expected 4 parameters
defineKey key lowercase_ascii uppercase_ascii str_name
deleteClient();
(Crashes Starsiege)
deleteFunctions();
deleteFunctions(< wild card function name string > );
deleteObject();
deleteObject: objectName [objectName] ...//works with definedActors
deleteServer();
(Causes problems, eventually crashes Starsiege)
deleteVariables();
deleteVariables(< wild card function variable string > );
delStatusBar();
delStatusBar: WindowName
delToolButton();
delToolButton: WindowName ButtonName
deselectNavMarker();
(Scripts.vol\MissionStdLib.cs)
setNavMarker: not a nav marker
desertSounds();
(Scripts.vol\MissionStdLib.cs)
destroyEveryone();
(Starsiege Football)
destroyThisPlayer();
disableNavMarker();
(Scripts.vol\MissionStdLib.cs)
disableNavMarker: not a nav marker
disconnect();
(Causes problems, eventually crashes Starsiege)
displayPercentage();
(multiplayerStdLib.cs)
vehicle id 0 not found
dist();
dist(< x y z > , < x y z > );
DNET::TranslateAddress();
droneAnim();
droneBase();
droneColl();
droneExplosion();
dronePos();
droneRot();
droneSlide();
droneSound();
drop();
(Kills the player, from the client side)
dropAtTenYardLine();
(Starsiege Football)
vehicle id 0 not found
dropMeteor();
(multiplayerStdLib.cs)
dropMeteor(, , -1, , , 0, 0, , , 0, 0); Line: 1 - SYNTAX ERROR
dropPod();
dropPod: server side only
dumpDamage();
(outputs component information about a specified unit to the console)
dumpDamage(%vehicle)
dumpDamage(objectID);
//returns false when objectID is hit
usageExample:
%damage = dumpDamage(%this);
messageBox(0, %damage);
dynDataReadClassType();
dynDataReadClassType(< fileName > );
dynDataReadObject();
dynDataReadObject(< objectName > , < fileName > );
dynDataWriteClassObject();
dynDataWriteClassObject(< className > , < fileName > );
dynDataWriteObject();
dynDataWriteObject(< objectName > , < fileName > );
earthquakeSounds();
(Scripts.vol\MissionStdLib.cs)
EasterEgg::trigger::onEnter();
vehicle id 0 not found
****** setPosition(, 31, -831, 160); Line 1 - SYNTAX ERROR
echo();
(returns a value to the console screen)
EDIT();
(Launches a "Gui inspector" in a small window)
edit2Box();
edit2Box: Title Question QforVal1 QforVal2 VarToEdit1 VarToEdit2
editActionMap();
editBox();
editBox: Title Question conVar:ToEdit
editGui();
(Opens the "GuiToolbar" and the "Gui inspector")
Executing guiTBSetup.cs
editWG();
(edits weapon groups, presumably)
editWG: group[A|B|C] wp1 wp2 wp3...
enableNavMarker();
(Scripts.vol\MissionStdLib.cs)
setNavMarker: not a nav marker
EncyclopediaEcho();
EncyclopediaFlush();
EncyclopediaLoad(< filename > );
EncyclopediaWrite();
encyclopediaWrite(< dest filename >
engineInfo1();
engineInfo2();
europaSounds();
(Scripts.vol\MissionStdLib.cs)
eval();
eval(consoleString);
exec();
(executes a file, much like importing in other languages)
exec(filename);
export();
export(searchString, [fileName], [append]);
exportFunctions();
exportFunctions(searchString, [fileName, [append]);
fadeEvent();
fadeEvent id In/Out duration redF greenF blueF
id is playerId to send fade to, 0 for all players
returns no of events sent
ffEvent();
ffEvent startTime fadeOutDuration endTime fadeInDuration
fileWrite();
fileWrite(filename, appned/overwrite, string0, ... , stringn)
floor();
flushChannel();
flushChannel(channel);
flushConsoleScheduler();
flushDustManager();
flushPilots();
flushTextureCache();
flushVolFromDisk();
flushVolFromDisk(< volName > );
flybyCamera();
focusCamera("easyCamera");
FlyerAI();
FlyerBase();
FlyerColl();
FlyerCpit();
FlyerExhaust();
FlyerExhaustOffset();
FlyerNam();
FlyerPos();
FlyerRot();
FlyerSound();
focus();
focusCamera();
focusClient();
focusServer();
forceCommandPopup();
forceFrameRender();
forceScope();
forceScope(%object, %timeoutTime])
forceToDebrief();
must be called from a single player game
ForceToShellRes();
fov();
fov radians
FPU_setCW();
FPU_setCW( < hex value > );
FPU_showCW();
FPU_showCW: control word is set to 0xf7f
freeLookCamera();
FreeLookCamera: only on client
Game::EndFrame();
GameLoad();
gameLoad(< filename > )
GameSave();
gameSave(< filename > )
GameSetSquadMate();
gameSetSquadMate(< 1-3 > , < name of pilot > )
gameSetVehicle(< 0-3 > , < *.fvh or *.veh > )
0 = > player, 1-3 = > squadmate
genericDrone();
getCDROMDrive();
exec("repath.cs");
Executing repath.cs
getComponentCount();
getComponentCount(5357240ObjectId)
getComponentId();
getComponentCount(5357240ObjectId, HomponentIndex)
getConnectedClient();
getConnection();
getConnection(playerNum) only on server
getCurrentTargetID();
getCurrentTargetID(< Vehicle ID > );
getCurrentTime();
continuously outputs time in seconds begining when server was created, this is not mission time.
usage example
messageBox(0, getCurrentTime());
getDate();
getDeaths();
getDeaths( id );
getDistance();
getDistance( obj1, obj2 );
(returns the distance between two objects, specified by their object number)
getFancyDeathMessage();
getFancyDeathMessage(destroyedName, destroyerName)
getFouls();
(Starsiege Football)
getFullPath();
(multiplayerStdLib.cs)
getGroup();
GetGroup( object );
getGroupDistance();
getHUDName();
getHUDName( objectid );
getInputDeviceInfo();
getInputDeviceInfo deviceName
getKills();
getKills( id );
getLeader();
error: GetLeader( 1.38077e-306roup );
getMarkerName();
getMarkerName( id );
getName();
getName( id );
getNavMarkerStatus();
getNavMarkerStatus(< Nav Marker ID > );
getNextObject();
GetNextObject( set/group, object );
GetNextObject( set/group, 0 ); // to retrieve first object in a set
getNumberOfPlayersOnTeam();
(multiplayerStdLib.cs)
getObjectId();
getObjectId: objectName
getObjectName();
getObjectName: objectId
getPathOf();
GetPathOf( filename );
getPing();
getPing( id );
getPlanet();
getPosition();
getPosition( %object, [ x | y | z rot ])
getRandomPlayerOnField();
(Starsiege Football)
(getRandomPlayerOn Field(%team))
getScore();
getShieldStr();
getShieldStr(< Vehicle ID > );
getSimTime();
continuously outputs time in seconds begining when server was created, this is not mission time.
usage example
messageBox(0, getSimTime());
getSquad();
getSquad( id );
getStatusField();
getStatusPart: WindowName StatusPart
getStatusField(%this);
//returns false when objectID is hit
usageExample:
%StatusField = getStatusField(%this);
messageBox(0, %StatusField);
getTargetId();
getTargetId(%vehicle)
getTeam();
getTeam( id );
getTeamAvgPing();
getTeamAvgPing( id );
getTeamBitsFromColor();
getTeamBitsFromColor( color );
getTeamColorFromBits();
getTeamColorFromBits( color );
getTeamDeaths();
getTeamDeaths( id );
getTeamKills();
getTeamKills( id );
getTeamNameFromTeamId();
getTeamNameFromTeamId( id );
getTeamScore();
getTerrainHeight();
getTerrainHeight(x, y) returns a negative number if no terrain at x, y
getTime();
//returns local time hh:mm:ss
//usage messageBox(0, getTime() );
getTouchDownPoints();
(Starsiege Football)
getTouchDowns();
(Starsiege Football)
getVehicleAvailableMass();
getVehicleMass id
getVehicleHUDName();
GetVehicleHUDName( vehicleId );
getVehicleNavMarkerId();
getVehicleNavMarkerId(< Vehicle ID > );
getVehicleNavMarkerLocation();
getVehicleNavMarkerLocation( < Vehicle ID > );
getVehicleTechBase();
getVehicleTechBase(%vehicleId);
getWeaponCount();
getWeaponCount(5357240ObjectId);
getWeaponId();
getWeaponId(5357240ObjectId, %weaponIndex);
getWindowTitle();
globeLines();
GoFullWhenBoth640x480();
goto();
GoToShellRes();
GoToSimRes();
GroupList::onAction();
GuiBringToFront();
GuiBringToFront: canvasName
guiEdit();
GuiEditMode: simCanvas is not a valid SimGUI::Canvas
GuiToolbar: simCanvas is not a valid SimGUI::Canvas
GuiInspect: simCanvas is not a valid SimGUI::Canvas
GuiEditMode();
GuiEditMode: simCanvas
GuiEditNewControl();
GuiEditNewControl: simCanvas classname
GuiInspect();
GuiInspect: simCanvas [simTagDictionary]
GuiJustify();
GuiJustify: simCanvas int
guiLoad();
GuiLoadContentCtrl: simCanvas is not a valid SimGui::Canvas
guiLoadContentCtrl();
GuiLoadContentCtrl: simCanvas is not a valid SimGui::Canvas
guiMouse();
windowsMouseDisable: simCanvas is not a valid SimGui::Canvas
guiNewContent();
guiNewContentCtrl: simCanvas is not a valid SimGui::Canvas
guiNewCtrl();
GuiEditNewControl: simCanvas is not a valid SimGui::Canvas
GuiPopDialog();
GuiPopDialog: simCanvas int
GuiPushDialog();
GuiPushDialog: simCanvas filename
guiSave();
GuiSaveContentCtrl: simCanvas is not a valid SimGui::Canvas
guiSaveContentCtrl();
GuiSaveContentCtrl: simCanvas is not a valid SimGui::Canvas
guiSaveSelection();
GuiSaveSelection: must be in edit mode
GuiSendRootMessage();
GuiSendRootMessage: simCanvas int
GuiSendToBack();
GuiSendToBack: canvasName
GuiSetAddSet();
GuiSetAddSet: simCanvas objectId
GuiSetSelection();
GuiSetSelection: simCanvas objectId < inclusive T or F>
GuiToolbar();
GuiToolbar: simCanvas
hardPointDamage();
hardPoinSpecial();
heal::trigger::onContact();
(Scripts.vol\MissionStdLib.cs)
heal::trigger::onEnter();
(Scripts.vol\MissionStdLib.cs)
healObject();
healObject( targetId, fValue);
heapCheck();
Heap is clean
hercAI();
hercAnim();
hercBase();
hercColl();
hercCpit();
hercFootprint();
hercPos();
hercRot();
hideToolWin();
hideToolWin: WindowName
hideToolWinAll();
ToolPlugin Error: cannot hide the windows
HTMLOpen();
HTMLOpen(< filename> );
HTMLOpenAndGoWin();
HTMLOpenAndGoWin(< simCanvas> , < filename> );
humanBaseSounds();
(Scripts.vol\MissionStdLib.cs)
Could not locate object
humanLaser();
humanMissile();
icActionAllowed();
icActionAllowed(< action tag> );
icDefaultAxialAction();
icDefaultAxialAction(< action tag> , < axisFlipped> , < deadzone> , < scale> , < centered> , < rangeType;linear;squared;cubed> , < optional moreInfoDesc> );
icDefaultButtonAction();
icDefaultButtonAction(< action tag> , < make-break paired> , < make value> , < break value> , < optional moreInforDesc> );
icEchoDefaultActionTable();
(echos a long list of commands to the screen)
iceSounds();
(Scripts.vol\MissionStdLib.cs)
icNewActionMapType();
icNewActionMapType(< action map desc> , < sae name> );
ignorePlayer();
initializeServer();
InitQuickChat();
initScoreBoard();
focus server first
initStats();
inputActivate();
inputActivate(); {[all/joystick/mouse/keyboard/device][0-n]}
inputCapture();
inputClose();
(kills all input on the client in the game, have to restart game)
inputDeactivate();
inputDeactivate {[joystick/mouse/keyboard/device][0-n]}
inputOpen();
(Pure Virtual Function error)
inputRelease();
inspectObject();
inspectObject [objectName/Id]
inventoryComponentAdjust();
inventoryComponentAdjust: no save game loaded
inventoryComponentSet();
inventoryComponentSet: no save game loaded
inventoryList();
inventoryList: no save game loaded
inventoryPilotSet();
inventoryPilotSet: no save game loaded
inventoryVehicleAdjust();
inventoryVehicleAdjust: no save game loaded
inventoryVehicleSet();
inventoryVehicleSet: no save game loaded
inventoryWeaponAdjust();
inventoryWeaponAdjust: no save game loaded
inventoryWeaponSet();
inventoryWeaponSet: no save game loaded
ircConnect();
ircConnect( ircServerAddress, {port} );
ircDisconnect();
ircEcho();
ircEcho( {all|system|current|none} );
ircListChannels();
IRC Channels:
Status
ircListPeople();
IRC People:
01 () --
ircName();
ircName( realname );
ircNick();
ircNick( nickname );
ircSend();
ircSend( "message" );
ircSetChannel();
ircSetChannel( channel_name );
ircWho();
isButtonDown();
isButtonDown: WindowName ButtonName [consoleVar]
isCloaked();
isCloaked(< Vehicle ID> );
isEqualIP();
isEqualIP( address, mask );
where mask is IP:xx.xx.xx.xx:port 0=ignore
isFile();
isFile: fileName [fileName] ...
isFullScreenMode();
swapSurfaces: simCanvasName
isGfxDriver();
Incorrect syntax for isGfxDriver(CanvasName, DriverName)
isGroupDestroyed();
isGroupDestroyed: groupid [, objectId, groupId,...]
isMember();
isMember( set/group, object );
isMissionButtonChecked();
isMissionButtonChecked [name]
isMissionButtonEnabled();
isMissionButtonEnabled [name]
isMultiplayer();
isObject();
isObject: objectName [objectName] ...
isOnField();
isSafe();
error: isSafe( team, centerObjectId, radius );
isShutdown();
isShutdown( vehicle );
isVirtualFS: simCanvasName
joinServer();
joinServer(< connectstring> , < opt, password> , < opt, error gui> );
KICK();
killChannel();
leavePenaltyBox();
(Starsiege Football)
focus server first
lightTerrain();
lightTerrain: ovjectName [minx miny maxx maxy]
listDevices();
(lists graphics modes available and their resolutions)
listHostilities();
Yellow Team: Blue Team Red Team Purple Team
Blue Team: Yellow Team Red Team Purple Team
Red Team: Yellow Team Blue Team Purple Team
Purple Team: Yellow Team Blue Team Red Team
listInputDevices();
(lists available input devices and their activation states)
listObjects();
(lists objects on server -- note different output from in-game console and telnet console)
listToolButtons();
listToolButtons: WindowName
listToolWindows();
ToolPlugin Error: cannot list windows
listVolumes();
loadAddressBook();
exec: invalid script file addrBook.cs
loadExplosionTables();
loadMission();
(resets the mission)
loadMissionSoundVolume();
loadObject();
loadObject: objectName fileName
loadPlayerPref();
Executing playerPrefs.cs.
loadServerPref();
Executing serverPrefs.cs.
loadSinglePlayMission();
(crashes Starsiege)
loadSky();
loadTerrain();
localMessageBox();
localMessageBox( mesg );
localNavIgnoreEverything();
ERROR --- localNavIgnoreEverything: single player only
localNavIgnoreObject();
ERROR --- localNavIgnoreObject: single player only
LockButton::onAction();
Could not locate object: -1
Could not locate object: -1
lockUserInput();
lockUserINput(< true / false> );
lockWindowSize();
lockWindowSize: simCanvasName
logPacketStats();
(outputs a list of objects and -- I assume -- their associated number of packets to the console)
logStandardMissionEnd();
(Scripts.vol\MissionStdLib.cs)
getConnection(playerNum) only on server
logStandardMissionStart();
LS::addCommand();
LS::addCommand: command string
LS::addRule();
LS::addRule: group, altMin, altMax, altMean, altSdev, adjWeight, slopeMin, slopeMax, slopeMean, slopeSdev, SlopeWeight, adjSlopes
LS::addTerrainTexture();
LS::addTerrainTexture: file, sides, rotate, percent, type, elasticity, friction
LS::addTerrainType();
LS::addTerrainType: typeTag, description
LS::ApplyLandScape();
LS::ApplyTextures();
LS::Create();
LS::Create: LandScapeMapper object already exists
LS::createGridFile();
LS::createGridFile: gridfile, matlist
LS::Editor();
LSDlg: SimCanvas
LS::flushCommands();
LS::flushRules();
LS::flushTextures();
LS::flushTypes();
LS::parseCommands();
LS::Rules();
LSRules terrain.rules.dat
LS::Script();
LSScript: script.pls
LS::Textures();
LSTextures terrain.dml terrain.grid.dat
lse();
LSCreate: Unknown command.
LSRules: Unknown command.
LSTextures: Unknown command.
ME: Unknown command.
LSEditor: Unknown command.
marsSounds();
(Scripts.vol\MissionStdLib.cs)
MaterialList::onSelect();
ME::CameraToObject();
ME::CameraToObject: failed to get inspect object
ME::CopySelection();
ME::Create();
ME::Create: simCanvasName
ME::CreateGroup();
ME::CreateObject();
ME::CreateObject: objtypename className arglist
ME::CreateVolume();
MissionCreateObject: Must call MissionCreate first
ME::CutSelection();
ME::DeleteSelection();
ME::DropSelection();
ME::DuplicateSelection();
ME::GetConsoleOptions();
ME::GotoBookmark();
ME::GotoBookmark: Invali bookmark [0] use [0-9]
ME::init();
ME::MissionLight();
(relights the mission and flattens the terrain)
ME::Move();
ME::ObjectToCamera();
ME::ObjectToCamera: failed to get inspect object
ME::ObjectToSC();
ME::ObjectToSC: failed to get inspect object
ME::onSelected();
ME::onSelected: WorldId, ObjId
ME::onSelectionCleared();
ME::onUnselected();
ME::onUnselected: WorldId, ObjId
ME::onUseTerrainGrid();
ME::PasteFile();
ME::PasteSelection();
ME::PlaceBookmark();
ME::PlaceBookmark: Invalid bookmark [0] use [0-9]
ME::RebuildCommandMap();
rebuildCommandMap: Unknown command.
ME::Redo();
ME::RegisterObject();
ME::ReloadMission();
(causes problems, eventually crashes Starsiege)
ME::Save();
ME::SetDefaultPlaceMask();
ME::SetDefaultPlaceMask: placement mask
ME::SetGrabMask();
ME::SetGrabMask: grab mask
ME::SetPlaceMask();
ME::SetPlaceMask: ObjectType < mask>
ME::SnapRotations();
ME::SnapToGrid();
ME::Undo();
MECopySelection();
MECutSelection();
MEDeleteSelection();
MEDropSelection();
MEDuplicateSelection();
MEGameMode();
(switches between game play mode and... a black screen?)
MEHide();
MEHideHelp();
(hides the mission editor help screen)
MEHideOptions();
(hides the mission editor options screen)
MELSEdit();
LSDlig: simCanvas SimCanvas not found
MEMode();
MEModeToggle();
(switches between game play and mission editor modes)
MEPasteSelection();
mercurySounds();
(Scripts.vol\MissionStdLib.cs)
MERedo();
MESetupTedButton();
Popup::clear - invalid control
Popup::addLine - invalid control
Popup::setSelected - invalid control
MEShowCreator();
(brings up the object list)
MEShowHelp();
(brings up the mission editor help screen)
MEShowInspector();
MEShowOptions();
(brings up the mission editor options screen)
MEShowTEd();
(brings up the terrain editor)
messageBox();
messageBox( id, mesg ): - id of 0 implies broadcast
messageCanvasDevice();
messageCanvasDevice: simCanvasname string
messageScoreBox();
(Starsiege Football)
meteorSounds();
(Scripts.vol\MissionStdLib.cs)
METoggleHelp();
(Toggles the mission editor help screen on and off)
METoggleOptions();
METogglePlanetMovement();
MEUndo();
MissionAddObject();
MissionAddObject objName
MissionBriefEcho();
MissionBriefFlush();
MissionBriefLoad();
MissionCreateObject();
MissionCreateObject: objtypename className arglist
MissionEndConditionMet();
(Ends the mission)
missionLoadObject();
missionLoadObjectPersists: must call MissionCreate first
missionLoadObjectPersist();
missionLoadObjectPersists: parentobj filename
MissionLoadObjects();
MissionLoadObjects fileName.mis
missionLog();
(Scripts.vol\MissionStdLib.cs)
missionMsg();
(Scripts.vol\MissionStdLib.cs)
MissionObjectList::AddDisplayGroup();
(worldId, group);
MissionObjectList::Apply();
(behaves the same as pushing the Apply button in the mission editor)
MissionObjectList::ClearDisplayGroups();
MissionObjectList::ClearSelection();
MissionObjectList::ExpandToObject();
MissionObjectList::Inspect();
MissionObjectList::onSelected();
MissionObjectList::onSelectionCleared();
MissionObjectList::onUnselected();
MissionObjectList::SelectObject();
MissionObjectList::SetSelMode();
MissionObjectList::UnselectObject();
MissionObjStatus();
No mission objectives loaded
MissionRegObject();
MissionRegObject menuCategory menuText consoleScript
MissionRegObject menuCategory seperator
MissionRegObject seperator
MissionRegTerrain();
MissionRegTerrain menuCategory menuText consoleScript
MissionRegTerrain menuCategory seperator
MissionRegTerrain seperator
MissionRegType();
MissionRegType ClassDescription scaleFactor
missionSaveObject();
missionSaveObjectPersist();
missionSaveObjectPersist: objName, fileName
missionSetAutoSaveInterval();
missionSetAutoSaveInterval: < minutes > - 0 to turn off
missionSetAutoSaveName();
missionSetAutoSaveName: < autosave.mis >
missionUndoMoveRotate();
missionUndoMoveRotate: must call MissionCreate first
moonSounds();
(Scripts.vol\MissionStdLib.cs)
mountInfo1();
mountInfo2();
NameList::onAction();
net::kick();
kick(playerId, < reason> );
netStats();
newActionMap();
newAmplifier();
newArmor();
newBattery();
newBeam();
newBomb();
newBooster();
newBullet();
newCapacitor();
newClient();
(closes the Starsiege client)
newCloak();
newComponent();
newComputer();
newConfiguration();
newDrone();
newECM();
newEnergy();
newEngine();
newFlyer();
newFormation();
newHardPoint();
newHardPointExt();
newHerc();
newInputManager();
newMine();
newMissile();
newMissionGroup();
newModulator();
newMountable();
newMountPoint();
newMovPlay();
newNavigation();
newObject();
newObject: objectName className
newReactor();
newRedbook();
newRedbook: < obj id> < simCanvas>
newRepair();
newSensor();
newServer();
(causes problems, eventually crashes Starsiege)
newSfx();
newShield();
newTank();
newTerrain();
newTerrainParam();
newThermal();
newToolStrip();
newToolStrip: WindowName ParentWindow bitmapFile [floating?]
newToolWindow();
newToolWindow: WindowName ParentCanvas [floating?]
newTurret();
newTurret: baseId
newWeapon();
nextRes();
nextRes: simCanvasName
nightVision();
notifyMissionEnd();
NotifyMissionEnd: only works in server
objectsWithinRadius();
objectsWithinRadius: (object-id) x y radius
ObjectToCamera::onAction();
ME::ObjectToCamera: failed to get inspect object
ObjectToScreenCenter::onAction();
ME::ObjectToSC: failed to get inspect object
onAttackMyTarget();
(Scripts.vol\MissionStdLib.cs)
parseOrder: unable to locate primary object
parseOrder: unable to locate primary object
onCinematicStart();
(Scripts.vol\MissionStdLib.cs)
onDefendMyTarget();
(Scripts.vol\MissionStdLib.cs)
parseOrder: unable to locate primary object
parseOrder: unable to locate primary object
onFireAtWill();
(Scripts.vol\MissionStdLib.cs)
parseOrder: unable to locate primary object
onGoToNavPoint();
(Scripts.vol\MissionStdLib.cs)
onHalt();
(Scripts.vol\MissionStdLib.cs)
parseOrder: unable to locate primary object
parseOrder: unable to locate primary object
parseOrder: unable to locate primary object
onHoldFire();
(Scripts.vol\MissionStdLib.cs)
parseOrder: unable to locate primary object
onJoinOnMe();
(Scripts.vol\MissionStdLib.cs)
parseOrder: unable to locate primary object
parseOrder: unable to locate primary object
onMissionEnd();
(Scripts.vol\MissionStdLib.cs)
getConnection(playerNum) only on server
onMissionLoad();
(Scripts.vol\MissionStdLib.cs)
onMissionPreLoad();
(Scripts.vol\MissionStdLib.cs)
onMissionStart();
(Scripts.vol\MissionStdLib.cs)
openFile();
openFile: conVar::Result filterName filter [filtername filter...]
openMovie();
openMovie < movObjId> < avi, mpg, mov file>
OptionsVideo::setUpG200();
setting up Matrox G200
OptionsVideo::setUpG400();
setting up Matrox G400
OptionsVideo::setUpGenericOpenGL();
setting up generic OpenGL
OptionsVideo::setUpGlide();
setting up Glide
OptionsVideo::setUpI740();
setting up i740
OptionsVideo::setUpRage128();
setting up ATI Rage 128
OptionsVideo::setUpSavage3D();
setting up S3 Savage 3D
OptionsVideo::setUpTNT();
setting up Riva TNT
OptionsVideo::setUpTNT2();
setting up Riva TNT2
orbitCamera();
orbitCamera objName
orbitPlayer();
orbitPlayer(dist, az, inc)
order();
Order: too few arguments. Order( obj, order, [params])
orderSquadMate();
Order: too few arguments. Order( obj, order, [params])
pauseMovie();
pauseMovie < movObjId>
Pick();
pick(%obj1 | %set1, .., %objN | %setN) returns random vehicle and/or staticShape from list and sets of objects
PickStaticShape();
pick(%obj1 | %set1, .., %objN | %setN) returns random vehicle and/or staticShape from list and sets of objects
PickVehicle();
pick(%obj1 | %set1, .., %objN | %setN) returns random vehicle and/or staticShape from list and sets of objects
playAnimSequence();
playAnimSequence: shape-id seq-num [forward(t/f)]
playDemo();
(goes to the play mission recording menu, causes problems with session)
player::onAdd();
player::onAddLog();
(Scripts.vol\MissionStdLib.cs)
getConnection(playerNum) only on server
player::onRemove();
(Scripts.vol\MissionStdLib.cs)
(multiplayerStdLib.cs)
player::onRemoveLog();
(Scripts.vol\MissionStdLib.cs)
getConnection(playerNum) only on server
playerDropNavMarker();
playerDropNavMarker(x,y)
playerFocusCamera();
playerList();
(outputs the list of players in the game to the console)
playerManager::getPlayer();
playerManager::getPlayer(index)
playerManager::getPlayerCount();
playerManager::getPlayerNum();
playerManager::getPlayerNum(index)
playerManager::playerNumToVehicleId();
playerManager::playerNumToVehicleId(playerNum)
playerManager::vehicleIdToPlayerNum();
playerManager::vehicleIdToPlayerNum(playerNum)
players();
(same as playerlist(); ?)
playMovie();
playMovie < movObjId>
playMovieToComp();
playMovieToComp < movObjId>
playRandomAmbientSound();
Could not locate object:
Could not locate object:
Could not locate object:
playSound();
playSound( id, soundName, soundProfile, {,object or (x,y,z position) } );
playVoice();
plutoSounds();
(Scripts.vol\MissionStdLib.cs)
popMouseAction();
Popup::addLine();
Popup::addLine(control, string, id);
Popup::clear();
Popup::clear(control);
Popup::getSelected();
Popup::getSelected(control);
Popup::setSelected();
Popup::setSelected(control, id);
PopupButton::makeCurrent();
PopupButton::makeCurrent(control);
postAction();
postAction: objectName actionName value
ppStart();
(?)
ppStop();
(stops whatever it is that ppStart does, and outputs command binding arguments to screen)
preLoad();
(crashes Starsiege)
preLoadDTS();
preLoadFile(< filename> );
PreLoadEcho();
Preloaded 0 files:
PreLoadExplosionTables();
preLoadFile();
preLoadFile(< filename> );
preLoadMaterialList();
preLoadMaterialList(< filename> );
prevRes();
prevRes: simCanvasName
purgeDebris();
purgeResources();
PurpleAmmo::structure::onDestroyed();
(multiplayerStdLib.cs)
PurpleAmmo::trigger::onContact();
(multiplayerStdLib.cs)
PurpleAmmo::trigger::onEnter();
(multiplayerStdLib.cs)
PurpleHeal::structure::onDestroyed();
(multiplayerStdLib.cs)
PurpleHeal::trigger::onContact();
(multiplayerStdLib.cs)
PurpleHeal::trigger::onEnter();
(multiplayerStdLib.cs)
PurpleZen::structure::onDestroyed();
(multiplayerStdLib.cs)
PurpleZen::trigger::onContact();
(multiplayerStdLib.cs)
PurpleZen::trigger::onEnter();
(multiplayerStdLib.cs)
pushMouseAction();
QuickChat1();
QuickChat2();
QuickChat3();
QuickChat4();
QuickChat5();
QuickChat6();
QuickChat7();
QuickChat8();
QuickChat9();
QuickChat10();
quit();
(closes the server)
randomFloat();
randomFloat( limit );
randomInt();
randomInt( min, max );
randomTransport();
(multiplayerStdLib.cs)
vehicle id 0 not found
************** setPosition(, 0,0,160); Line: 1 - SYNTAX ERROR.
rbClose();
rbClose < obj id>
rbEject();
rbEject < obj id>
rbGetStatus();
rbGetStatus < obj id>
rbGetTrackCount();
rbGetTrackCount < obj id>
rbGetTrackInfo();
rbGetTrackInfo < obj id> < track num>
rbGetTrackPosition();
rbGetTrackPosition < obj id>
rbGetVolume();
rbGetVolume < obj id>
rbOpen();
rbOpen < obj id> < CD device ID> < simCanvas>
rbPause();
rbPause < obj id>
rbPlay();
rbPlay < obj id> < track num>
rbResume();
rbResume < obj id>
rbRetract();
rbRetract < obj id>
rbSetPlayMode();
rbSetPlayMode < obj id> < play mode [0=oneshot, 1=loop, 2=continuous]>
rbSetVolume();
rbSetVolume < obj id > < volume>
rbStop();
rbStop < obj id>
reactorInfo1();
reactorInfo2();
reCalcCRC();
record();
you must start recording BEFORE you enter a game
RedAmmo::structure::onDestroyed();
(multiplayerStdLib.cs)
RedAmmo::trigger::onContact();
(multiplayerStdLib.cs)
RedAmmo::trigger::onEnter();
(multiplayerStdLib.cs)
RedHeal::structure::onDestroyed();
(multiplayerStdLib.cs)
RedHeal::trigger::onContact();
(multiplayerStdLib.cs)
RedHeal::trigger::onEnter();
(multiplayerStdLib.cs)
redrop();
redrop: only in the server
RedZen::structure::onDestroyed();
(multiplayerStdLib.cs)
RedZen::trigger::onContact();
(multiplayerStdLib.cs)
RedZen::trigger::onEnter();
(multiplayerStdLib.cs)
regEqual();
regEqual(< path> ,< tag> ,< value> );
registerCdAudioTrack();
registerCdAudioTrack(%trackNo, %trackName)
registerObjectIcons();
regOk();
regOk(< path> ,< tag> );
reload::trigger::onContact();
(Scripts.vol\MissionStdLib.cs)
reload::trigger::onEnter();
(Scripts.vol\MissionStdLib.cs)
reloadObject();
reloadObject( targetId, fValue );
remoteEval();
remoteEval: < managerId> cmd args...
removeGeneralOrder();
removeGeneralOrder(< label> )
removeMissionButton();
removeMissionButton [buttonName]
removeMissionButtons();
removeMissionButtons: must call MissionCreate first
removeSquadmateOrders();
(Scripts.vol\MissionStdLib.cs)
removeSquadOrder();
removeSquadOrder(< label> )
renameObject();
renameObject: objectName newObjectName
repeatGeneralOrder();
(Scripts.vol\MissionStdLib.cs)
********* repeatGeneralOrder(, ""); Line: 1 - SYNTAX ERROR
resetGhostManager();
resetGhostManager: only works in server
resetLastHitBy();
resetLastHitBy(vehicleId);
resetPlayerManager();
resetPlayerManager: only works in server();
resetSimTimer();
resetSimTimer(300); stops SS&win98, had to hardboot to recover
resetUpdateRegion();
resetUpdateRegion: simCanvasName
roundingErrorTest();
orig: 10.010000, precision: 10.0, truncated: 10.000000, truncated precision: 10.0
saveActionMap();
saveactionMap filename.cs mapname1 {mapname2 ...}
saveDefaultPrefs();
saveFileAs();
saveFileAs: conVar::Result filterName filter [filterName filter...]
saveInputDeviceInfo();
saveInputDeviceInfo( filename );
saveMission();
saveTerrain();
saveTerrain: objectName volumeName
say();
say3D();
say3D(to, channel, "message", wav, profileId, [{x,y,z} | {simObject}] );
scanXEcho();
scanXFlush();
scanXLoad();
scanXLoad(< filename> )
scanXWrite();
scanXWrite(< dest filename>
schedule();
schedule(statement, deltaTime, < object> );
screenShot();
SeedTerrain::onAction();
(reloaded the map?)
selectNavMarker();
(Scripts.vol\MissionStdLib.cs)
setNavMarker: not a nav marker
sendToPenaltyBox();
(Starsiege Football)
sensorInfo1();
sensorInfo2();
sensorMode();
serverInitScoreBoard();
serverResetScores();
serverTree();
simTreeCreate: can't find parent
setAllowedItems();
setAnimSequence();
setAnimSequence: shape-id seq-num pos
setButtonHelp();
setButtonHelp: WindowName ButtonName HelpString
setChannel();
setCombatCamera();
setCombatCamera(object0, object1, L | R, angle)
setCursor();
setCursor: console bitmap
setDefaultMissionItems();
(multiplayerStdLib.cs)
setDefaultMissionOptions();
setDominantCamera();
setDominantCamera(object0, object1, [ x, y, z ]
setDropPodParams();
setDropPodParams(dir.x,dir.y,dir.z,[dropHeight], [dropSpeed], [dropNearDist]);
setFlybyCamera();
setFlybyCamera(object, [ cameraOffsetX, Y, Z, objectOffsetX, Y, Z]
setFSResolution();
setFSResolution: simCanvasName CxC
setFullscreenDevice();
setFullscreenDevice: simCanvasName deviceName
setFullscreenMode: simCanvasName (true/false)
setGameInfo();
setGameInfo(mesg);
setGamma();
setGamma: simCanvasName gammaValue
setHercOwner();
SetHercOwner(%slaveId, %ownerId); // id's may be group's
setHostile();
setHostile: only in server
setHudChatDisplayType();
setHudChatDisplayType(< Type ID> );
setHudLabel();
setHudLabel(index, txt, posX, posY, visible);
setHudMapViewOffset();
setHudMapViewOffset(originX, originY);
setHudTimer();
setHudTimer: elapse direction header timerSet [playerId]
setMainWindow();
setMainWindow: canvasName
setMissionButtonChecked();
setMissionButtonChecked [name] [true|false]
setMissionButtonEnabled();
setMissionButtonEnabled [name] [true|false]
setNavMarker();
setNavMarker(markerId,active)
setObjectId();
setObjectId: objectName newObjectId
setOrbitCamer();
setOrbitCamera: only on server
setPilotId();
SetPilotId( vehicleId, pilotId );
setPlayerCamera();
setPlayerCamera: only on server
setPosition();
setPosition objName x y z [zrot [xrot]]
setRules();
setScreenShotSeq();
setShapeVisibility();
setShapeVisibility id t/f
setSkyMaterialListTag();
setStarsVisibility();
setStaticShapeLongName();
setStaticShapeLongName(shapeId, string)
setStaticShapeShortName();
setStaticShapeShortName(shapeId, string)
setStatusField();
setStatusPart: WindowName StatusPart VarName Text
setTeam();
focus server first
setTerrainContainer();
setTerrainContainer NEEDS: objectname Gravity Drag Height
setTerrainDetail();
setTerrainDetail: objectName perspectiveDist screenSquareSize
setTerrainVisibility();
setTerrainVisibility: objectName visibleDist hazeDist hazeVerticalMin hazeVerticalMax
setToolCommand();
setToolCommand: WindowName ButtonName ConsoleCommand [ConsoleCommandUp]
setToolWinPos();
hideToolWin: WindowName x y
setTowerCamera();
setTowerCamera: only on server
setTurretOwner();
(garbage output)
setTurretOwner("missionGroup\\all\\Turret1", %spotter);
setVehicleRadarVisible();
setVehicleRadarVisible(%object, true | false)
setVehicleSpecialIdentity();
setVehicleSpecialIdentity id on/off [Yellow/B/R/P]
setWidescreen();
setWidescreen(< bool> );
setWindowedDevice();
setWindowedDevice: simCanvasName deviceName
setWindowSize();
setWindowSize: simCanvasName width height
setWindowTitle();
GetPathof( filename );
sfxAdd2DProfile();
sfxAdd2DProfile( id, basevolume, [flags] )
sfxAdd3DProfile();
sfxAdd3DProfile( id, basevolume, minDist, maxDist, [coneVolume, coneInside, coneOutside, vector.x, vector.y, vector.z,] [flags]
sfxAddPair();
sfxAddPair( id, profileId, wav_name. [0.0-1.0 priority] )
sfxClose();
sfxGetFormat();
Sfx::Manager 22050kHz 16bit stereo
sfxGetMaxBuffers();
Sfx::Manager::maxBuffers = 16
sfxMute();
sfxOpen();
sfxPlay();
sfxPlay id
sfxQuery();
sfxClose(driverID);
sfxRemovePair();
sfxRemoveProfile();
sfxSetFormat();
sfxSetFormat kHz bits bool(stereo)
sfxSetListenerPosition();
sfxSetListenerPosition x y z
sfxSetMaxBuffers();
sfxSetPan();
sfxSetPan id fPan(-1.0 to +1.0)
sfxSetPosition();
sfxSetPosition id x y z
sfxSetVolume();
sfxSetVolume float {SFX_HANDLE}
sfxStop();
sfxStop id
shieldInfo1();
shieldInfo2();
show();
showFPS();
(outputs the frames per second to screen, continuously)
showGfxSW();
showLowerStars();
showMem();
showToolWin();
showToolWin: WindowName
showToolWinAll();
ToolPlugIn Error: cannow show the windows
showVersion();
Version V 001.004r
shutup();
(Scripts.vol\MissionStdLib.cs)
simTreeAddSet();
simTreeAddSet: TreeName TargetSimSet [TargetSimSet...]
simTreeCreate();
simTreeCreate: TreeName parentWindowName [Server|Client]
simTreeRegBitmaps();
simTreeRegBitmaps: TreeName bitmap1.bmp [bitmapn.bmp] ...
simTreeRegClass();
simTreeRegScript();
simTreeRegScript: TreeName menuText scriptName
simTreeRegScript: TreeName seperator
smoothCameraPath();
snow();
snow: intensity [wind-x wind-y]
sp();
sqrt();
(returns the square root of a float value)
SquadVictoryYell();
squawkChatEnabled();
squawkEnabled();
squawkEnabled( sqaudmateId, t/f );
squawkEnabled( t/f ); - for all squadmates
startAmbientSoundSource();
Could not locate object:
Could not locate object:
stopAmbientSoundSource();
Could not locate object:
Could not locate object:
Could not locate object:
stopAnimSequence();
stopAnimSequence: shape-id seq-num
usage example -- will not effect husks or drones, only staticshapes not possible to start a seguence after missionload
stopAnimSequence("MissionGroup\\all\\Ops", Sequence01);
stopMovie();
stopMovie < movObjId>
stopPlayerVehicle();
stopPlayerVehicle(< Player ID> );
storeObject();
storeObject: objectName fileName [userField]
stormSounds();
(Scripts.vol\MissionStdLib.cs)
strAlign(width, left/right, string);
(only works on left?)
strcat();
strlen();
(returns the length, in characters, of a string)
structure::onAdd();
(Scripts.vol\MissionStdLib.cs)
structure::onAttacked();
(Scripts.vol\MissionStdLib.cs)
structure::onDestroyed();
(Scripts.vol\MissionStdLib.cs)
structure::onDisabled();
(Scripts.vol\MissionStdLib.cs)
structure::onScan();
(Scripts.vol\MissionStdLib.cs)
swapSurfaces();
swapSurfaces: simCanvasName
tagGetString();
tagGetString id
tankAI();
tankAnim();
TankBase();
TankColl();
TankCpit();
TankPos();
TankRot();
tankSlide();
tankSound();
targetDamage();
(Scripts.vol\MissionStdLib.cs)
no target
//returns true when objectID is hit
usageExample:
function vehicle::onAttacked(%this)
{
if(%this == getObjectID($PAL)) //decoded $Pal only
{
messageBox(0, Targetdamage(%this)); //always true when $Pal was hit
say(0, 0, "Hit on Pal", ""); //confirms $Pal was hit
}
}
targetPrimaryCamera();
targetSecondaryCamera();
ted();
(starts terrain editor)
Ted::addNamedSelection();
Ted::assignMatList();
Ted::assignMatList: < material list file >
Ted::attachToTerrain();
(crashes Starsiege)
Ted::clearFlags();
must set main main window first!
TED::ERRORcould not clear flag values.
Ted::clearPinMaps();
Ted::clearSelect();
Ted::close();
Ted::copy();
Ted::floatPaste();
Ted::floatSelection();
Ted::focus();
must set main main window first!
use setMainWindow to set main window name
Ted::forceTerrainType();
must set main main window first!
Ted::getActionName();
Ted::getActionname: < action index>
Ted::getBrushDetail();
Ted::GetConsoleOptions();
Ted::getLButtonActionIndex();
Ted::getMaterialCount();
TED::ERRORfailed to get material count
Ted::getMaterialIndex();
Ted::getMaterialName();
Ted::getMaxBrushDetail();
(crashes Starsiege)
Ted::getNumActions();
Ted::getNumTerrainTypes();
Ted::getRButtonActionIndex();
Ted::getTerrainType();
Ted::getTerrainTypename();
Ted::getTerrainTypeName: < index >
Ted::getWorldName();
Ted::initTed();
TED::ERRORcould not initialize TED.
Ted::isActionMouseable();
Ted::isActionMouseable: < action index>
Ted::listCommands();
%setMainWIndow( MainWindow );
ToolPlugin Error: cannot set the main window.
must set main main window first!
Dialog box problem.
Ted::listNamedSelections();
TED::ERRORfailed to list named selections
Ted::loadMatList();
****openFile( "$TED::diskName", "Material Lists", "*.dml" Line: 1 - SYNTAX ERROR.
TED::ERRORcould not load material list file
Ted::loadPalette();
****openFile( "$TED::diskName", "PaletteFiles", "*.dml" Line: 1 - SYNTAX ERROR.
TED::ERRORcould not load palette file
Ted::loadSelection();
openFile: must set main main window first!
TED::ERRORfailed to load the current selection
Ted::mirrorGridBlock();
Ted::mirrorGridBlock: < top|bottom|left|right> [x,y - block position]
Ted::new();
Ted::open();
openFile: must set main main window first!
Ted::paste();
Ted::processAction();
Ted::processAction: < action>
Ted::quitTed();
Ted::redo();
(Crashes Starsiege)
Ted::relight();
Ted::relight: < hires - bool>
Ted::removeNamedSelection();
TED::ERRORfailed to list named selections
Ted::rotate();
TED::ERRORcould not rotate selection.
Ted::save();
Ted::saveSelection();
saveFileAs: must set main main window first!
TED::ERRORfailed to save the current selection
Ted::selectMaterial();
must set main main window first!
Ted::selectNamedSelection();
TED::ERRORfailed to list named selections
Ted::setAdjustVal();
editBox: must set main main window first!
Ted::setBlockFrameColor();
Ted::setBlockFrameColor: < color>
Ted::setBlockOutline();
Ted::setBlockOutline: < bool >
Ted::setBrushDetail();
Ted::setBrushDetail: < detail level>
Ted::setBrushPos();
Ted::setBrushPos: < x > < y >
Ted::setFeather();
Ted::setFeather: < bool>
Ted::setFlags();
TED::ERRORcould not set flag values.
Ted::setFlagVal();
must set main main window first!
Ted::setHeightVal();
editBox: must set main main window first!
Ted::setHilightFillColor();
Ted::setHilightFillColor: < color>
Ted::setHilightFrameColor();
Ted::setHilightFrameColor: < color>
Ted::setHilightShow();
Ted::setHilightShow: < frame fill outline>
Ted::setLButtonAction();
Ted::setLButtonAction: < action>
Ted::setMathIndexVal();
editBox: must set main main window first!
Ted::setPasteVal();
must set main main window first!
TED::ERRORfailed to set paste value
Ted::setPinDetailMax();
editBox: must set main main window first!
Ted::setPinDetailVal();
editBox: must set main main window first!
Ted::setPlanet();
% exec("Temperate.terrain.cs");
Executing Temperate.terrain.cs.
% appendSearchPath();
% Terrain::Temperate::createGridFile();
% appendSearchPath();
% Terrain::Temperate::setRules();
Ted::setRButtonAction();
Ted::setRButtonAction: < action>
Ted::setScaleVal();
editBox: must set main main window first!
Ted::setSelectFillColor();
Ted::setSelectFillColor: < color>
Ted::setSelectFrameColor();
Ted::setSelectFrameColor: < color>
Ted::setSelectShow();
Ted::setSelectShow: < frame fill outline>
Ted::setSelectShadowColor();
Ted::setSelectShadowColor: < color>
Ted::setShadowColor();
Ted::setShadowColor: < color>
Ted::setShadowShow();
Ted::setShadowShow: < frame fill outline>
Ted::setSmoothVal();
editBox: must set main main window first!
Ted::setSnap();
Ted::setSnap: < bool>
Ted::setStatusText();
Ted::setStatusText: < pane > < text >
Ted::setTerrainType();
must set main main window first!
Ted::setUndoLimit();
Ted::setUndoLimit: < limit >
Ted::terrainAction();
Ted::terrainAction: < action>
Ted::toggleFlags();
must set main main window first!
TED::ERRORcould not toggle flag values.
Ted::undo();
Ted::unfocus();
Ted::updateToolBar();
Ted::window();
Ted::window: cant's find parent canvas
TED::ERRORfailed to create ted window
TEDModeOne::onPressed();
TEDModeOne::onSelect();
TEDModeTwo::onPressed();
TEDModeTwo::onSelect();
TEDProcessAction::onSelect();
temperateSounds();
(Scripts.vol\MissionStdLib.cs)
terrain();
% flushTextureCache();
newObject for: SimVolume failed arg list: .sim.vol
newObject for: ESPalette failed arg list: .d.ppl
LSCreate: Unknown command.
LSRules: Unknown command.
LSTextures: Unknown command.
LSScript: Unknown command.
LSApplyLandScape: Unknown command.
LSApplyTextures: Unknown command.
Terrain::bighills::create();
Terrain::flag::create();
Terrain::modhills::create();
Terrain::rolhills::create();
Terrain::rolplains::create();
Terrain::rughills::create();
Terrain::Temperate::createGridFile();
Terrain::Temperate::setRules();
Terrain::Temperate::setTypes();
Terrains::onSelect();
TerrainTypes::onSelect();
testDevice();
testDevice < deviceName >
TextList::AddLine();
TextList::AddLine(control, value);
TextList::Clear();
TextList::Clear(control);
TextList::Clear(control, value);
timeDifference();
(multiplayerStdLib.cs)
titanSounds();
(Scripts.vol\MissionStdLib.cs)
toggleFPS();
touchDown();
(Starsiege Football)
towerCamera();
% focusCamera("easyCamera");
trace();
TRACE:
translucentCockpit();
TRForceToDebrief();
TRForceToDebrief: must be called from a single player training
trigger::onEnter();
(Scripts.vol\MissionStdLib.cs)
trigger::onLeave();
(Scripts.vol\MissionStdLib.cs)
TRMissionObjStatus();
turret::onAdd();
(Scripts.vol\MissionStdLib.cs)
turretAI();
turretAI: fireBayesNetName
turretbase();
turretBase: idTag shapeName hulkName xSection activeDistance turretVelocity checkFrequency teamIndex reArmable
unbind();
bind keyboard[0-n] [make, break] {ctrl, alt, shift} {ascii, keyName}
bind joystick[0-n] [make, break] {ctrl, alt, shift} button[0-n]
bind joystick[0-n] move[x, y, z, r, u, v]
bind mouse[0-n] [make, break] {ctrl, alt, shift} button[0-n]
bind mouse[0-n] move[x, y, z, r, u, v]
unfocus();
unFocusCamera();
unlockWindowSize();
unlockWindowSize: simCanvasName
updatePlanetInventory();
(Scripts.vol\MissionStdLib.cs)
UseTerrainGrid::onAction();
vehicle::onAction();
Responding to player action
parseOrder: unable to locate primary object PlayerSquad
vehicle::onAdd();
(Scripts.vol\MissionStdLib.cs)
vehicle id 0 not found
vehicle::onAttacked();
(Scripts.vol\MissionStdLib.cs)
(multiplayerStdLib.cs)
function vehicle::onAttacked(%this, %attacker)
// %this is objectID of attacked
// %attacker is objectID of attacker
usage example
if(%this == getObjectID($PAL))
{
say(0, 0, "Hit on Pal", "");
}
}
vehicle::onDestroyed();
(multiplayerStdLib.cs)
vehicle::onDestroyedLog();
(Scripts.vol\MissionStdLib.cs)
vehicle id 0 not found
getConnection(playerNum) only on server
vehicle id 0 not found
getConnection(playerNum) only on server
vehicle::onMessage();
(Scripts.vol\MissionStdLib.cs)
vehicle::onScan();
(Scripts.vol\MissionStdLib.cs)
vehicle::onTargeted();
(Scripts.vol\MissionStdLib.cs)
vehicle::salvage();
(Scripts.vol\MissionStdLib.cs)
vehicleArtillery();
vehiclePilotable();
venusSounds();
(Scripts.vol\MissionStdLib.cs)
violate();
violate must be called from server
warp();
(multiplayerStdLib.cs)
warpObject();
warpObject objName
weaponAmmo();
weaponEnergy();
weaponGeneral();
weaponInfo1();
weaponInfo2();
weaponIsInPlanetInventory();
weaponIsInPlanetInventory: only valid in single player, non-training
weaponMuzzle();
weaponShot();
windowsKeyboardDisable();
windowsKeyboardDisable: canvasName
windowsKeyboardEnable();
windowsKeyboardEnable: canvasName
windowsMouseDisable();
windowsMouseDisable: canvasName
windowsMouseEnable();
windowsMouseEnable: canvasName
windSounds();
(Scripts.vol\MissionStdLib.cs)
winMouse();
withinDistance();
(multiplayerStdLib.cs)
world();
(tries to connect to server? Pure Virtual Function)
YellowAmmo::structure::onDestroyed();
(multiplayerStdLib.cs)
YellowAmmo::trigger::onContact();
(multiplayerStdLib.cs)
YellowAmmo::trigger::onEnter();
(multiplayerStdLib.cs)
YellowHeal::structure::onDestroyed();
(multiplayerStdLib.cs)
YellowHeal::trigger::onContact();
(multiplayerStdLib.cs)
YellowHeal::trigger::onEnter();
(multiplayerStdLib.cs)
Zen::depleted();
(multiplayerStdLib.cs)
Zen::onEnter();
(multiplayerStdLib.cs)
Zen::onLeave();
(multiplayerStdLib.cs)
Zen::recharged();
(multiplayerStdLib.cs)
Zen::work();
(multiplayerStdLib.cs)
ZenAll::trigger::onContact();
(multiplayerStdLib.cs)
ZenAll::trigger::onEnter();
(multiplayerStdLib.cs)
ZenAll::trigger::onLeave();
(multiplayerStdLib.cs)