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)

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