Script Commands: Difference between revisions

From Ashes of the Singularity - Official Wiki
Jump to navigation Jump to search
No edit summary
m (Updated look.)
 
(4 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{DISPLAYTITLE:<span style="position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);">{{FULLPAGENAME}}</span>}}


Commands are used within [[Triggers|triggers]] to create gameplay effects, from revealing locations to spawning attack waves or even changing an AI's difficulty mid-game.
{{HeaderTemplate
|welcome=Script Commands
}}


== List of Commands ==
'''Commands''' are used within [[Triggers|triggers]] to create gameplay effects, from revealing locations to spawning attack waves or even changing an AI's difficulty mid-game.


=== [[ActivateTrigger|ActivateTrigger]] ===
{{SectionTemplate
 
|h=h3
Activate another trigger (also can be used to activate the trigger it is called from, making a repeating trigger).
|title=List of Commands
|content=}}
{{SectionTemplate
|h=h4
|title=ActivateTrigger
|content=}}
[[ActivateTrigger|ActivateTrigger]] activates another trigger (also can be used to activate the trigger it is called from, making a repeating trigger).


*'''Target''' - This is the name of another trigger that will be set from Inactive to Active.  
*'''Target''' - This is the name of another trigger that will be set from Inactive to Active.  


=== [[AreaIndicator|AreaIndicator]] ===


This places a visible indicator on the map to help the player know where they should go to.
{{SectionTemplate
|h=h4
|title=AreaIndicator
|content=}}
[[AreaIndicator|AreaIndicator]] places a visible indicator on the map to help the player know where they should go to.


*'''Name''' - The name of the area.  
*'''Name''' - The name of the area.  
Line 20: Line 32:
*'''Duration''' - How long the area indicator should last, -1 means that it lasts forever.  
*'''Duration''' - How long the area indicator should last, -1 means that it lasts forever.  


=== [[AttackAttackMove|AttackAttackMove]] ===


Order an army to move to a specific area, engaging enemies along the way.
{{SectionTemplate
|h=h4
|title=AttackAttackMove
|content=}}
[[AttackAttackMove|AttackAttackMove]] orders an army to move to a specific area, engaging enemies along the way.


*'''Name''' - The name of the army that will be given the order.  
*'''Name''' - The name of the army that will be given the order.  
Line 28: Line 43:
*'''Position''' - Where the army is ordered to move to.  
*'''Position''' - Where the army is ordered to move to.  


=== [[AttackUnit|AttackUnit]] ===


Order an army to attack a specific script-spawned unit
{{SectionTemplate
|h=h4
|title=AttackUnit
|content=}}
[[AttackUnit|AttackUnit]] orders an army to attack a specific script-spawned unit.


*'''Name''' - The name of the unit to do the attacking  
*'''Name''' - The name of the unit to do the attacking  
*'''Target''' - The name of the unit to be attacked  
*'''Target''' - The name of the unit to be attacked  


=== [[Camera|Camera]] ===


Move the player's view to a specific area.
{{SectionTemplate
|h=h4
|title=Camera
|content=}}
[[Camera|Camera]] moves the player's view to a specific area.


*'''Position''' - Where the camera will be looking.  
*'''Position''' - Where the camera will be looking.  
Line 52: Line 73:




&nbsp;
{{SectionTemplate
 
|h=h4
=== [[CaptureNearestNext|CaptureNearestNext]] ===
|title=CaptureNearest
 
|content=}}
Order an army to capture the nearest neutral or enemy-controlled region
[[CaptureNearest|CaptureNearest]] orders an army to clear its order queue and capture the nearest neutral or enemy-controlled region (note: ordered unit will stop moving if region is captured before it gets there).


*'''Name''' - The name of the unit to do the capturing  
*'''Name''' - The name of the unit to do the capturing  
*'''Repeat''' - Whether to repeat the order (indefinitely)  
*'''Repeat''' - Whether to repeat the order (indefinitely)  


=== [[CaptureNearest|CaptureNearest]] ===


Order an army to clear its order queue and capture the nearest neutral or enemy-controlled region (note: ordered unit will stop moving if region is captured before it gets there)
{{SectionTemplate
|h=h4
|title=CaptureNearestNext
|content=}}
[[CaptureNearestNext|CaptureNearestNext]] orders an army to capture the nearest neutral or enemy-controlled region.


*'''Name''' - The name of the unit to do the capturing  
*'''Name''' - The name of the unit to do the capturing  
*'''Repeat''' - Whether to repeat the order (indefinitely)  
*'''Repeat''' - Whether to repeat the order (indefinitely)  


=== [[ChangeAIDifficulty|ChangeAIDifficulty]] ===


Change an AI player's difficulty setting
{{SectionTemplate
|h=h4
|title=ChangeAIDifficulty
|content=}}
[[ChangeAIDifficulty|ChangeAIDifficulty]] changes an AI player's difficulty setting.


*'''Player''' - The index of the player to change  
*'''Player''' - The index of the player to change  
*'''Difficulty''' - The name of the difficulty to set it to  
*'''Difficulty''' - The name of the difficulty to set it to  


=== [[ChangeAIPersonality|ChangeAIPersonality]] ===


Change an AI player's personality
{{SectionTemplate
|h=h4
|title=ChangeAIPersonality
|content=}}
[[ChangeAIPersonality|ChangeAIPersonality]] changes an AI player's personality.


*'''Player''' - The index of the player to change  
*'''Player''' - The index of the player to change  
*'''Name''' - The name of the personality to set it to (defined in \Assets\GameCore\DefaultPlayerAI.xml)  
*'''Name''' - The name of the personality to set it to (defined in \Assets\GameCore\DefaultPlayerAI.xml)  


=== [[DestroyBuilding|DestroyBuilding]] ===


Destroys a specific script-spawned building.
{{SectionTemplate
|h=h4
|title=DestroyBuilding
|content=}}
[[DestroyBuilding|DestroyBuilding]] destroys a specific script-spawned building.


*'''Name''' - The name of the building to be destroyed.  
*'''Name''' - The name of the building to be destroyed.  


=== [[DestroyUnit|DestroyUnit]] ===


Destroys a specific script-spawned unit.
{{SectionTemplate
|h=h4
|title=DestroyUnit
|content=}}
[[DestroyUnit|DestroyUnit]] destroys a specific script-spawned unit.


*'''Name''' - The name of the unit to be destroyed.  
*'''Name''' - The name of the unit to be destroyed.  


=== [[Dialog|Dialog]] ===


This creates a popup that can convey information or story to the player. Use with <Entry> tags.
{{SectionTemplate
|h=h4
|title=Dialog
|content=}}
[[Dialog|Dialog]] creates a popup that can convey information or story to the player. Use with <Entry> tags.


&nbsp;


=== [[Entry|Entry]] ===
{{SectionTemplate
 
|h=h4
The actual text that will be displayed. Use only within <Dialog> tags.
|title=Entry
|content=}}
[[Entry|Entry]] is the actual text that will be displayed. Use only within <Dialog> tags.


*'''Text''' - The actual text that is displayed. Corresponds to an entry in a .csv file in \Assets\UIText\
*'''Icon''' - The icon used with the text popup. Hard-coded to correspond to Ashes characters, and changes the text color to match.  
*'''Icon''' - The icon used with the text popup. Hard-coded to correspond to Ashes characters, and changes the text color to match.  
**Mac  
**Mac  
Line 112: Line 153:
**Ventrix  
**Ventrix  
**Athena  
**Athena  
**Adrasteia
**Narrator
**Agememnon  
**Agememnon  
**Agethon  
**Agethon  




*'''Text''' - The actual text that is displayed. Corresponds to an entry in a .csv file in \Assets\UIText\
{{SectionTemplate
 
|h=h4
=== [[EndMission|EndMission]] ===
|title=EndMission
 
|content=}}
Use to force a win or loss of the scenario.
[[EndMission|EndMission]] used to force a win or loss of the scenario.


*'''Victory''' - Set to 0 to lose the scenario or 1 to win.  
*'''Victory''' - Set to 0 to lose the scenario or 1 to win.  
*'''String''' - The text that is displayed.  
*'''String''' - The text that is displayed.  


=== [[GrantStuff|GrantStuff]] ===


Give a player free resources.
{{SectionTemplate
|h=h4
|title=GrantStuff
|content=}}
[[GrantStuff|GrantStuff]] gives a player free resources.


*'''Player''' - The index of the player to be hooked up  
*'''Player''' - The index of the player to be hooked up  
Line 136: Line 180:
*'''Turinium''' - The amount of victory points being granted.  
*'''Turinium''' - The amount of victory points being granted.  


=== [[GrantTech|GrantTech]] ===


Give a player a free Quantum Upgrade
{{SectionTemplate
|h=h4
|title=GrantTech
|content=}}
[[GrantTech|GrantTech]] gives a player a free Quantum Upgrade


*'''Player''' - The index of the player to be hooked up  
*'''Player''' - The index of the player to be hooked up  
*'''Tech''' - The upgrade to grant [ HPs | Weapons | Radar | BuildingHPs | MetalStorage | RadsStorage ]  
*'''Tech''' - The upgrade to grant [ HPs | Weapons | Radar | BuildingHPs | MetalStorage | RadsStorage | NexusHPs ]


=== [[HidePanel|HidePanel]] ===


Hide UI panels.
{{SectionTemplate
|h=h4
|title=HidePanel
|content=}}
[[HidePanel|HidePanel]] hides UI panels.


*'''HidePlayer''' - Hide the Player panel  
*'''HidePlayer''' - Hide the Player panel  
Line 151: Line 201:
*'''HideResource''' - Hide the Resource panel  
*'''HideResource''' - Hide the Resource panel  


=== [[LetterBox|LetterBox]] ===


Disable commands and go to a cinematic, letterbox view.
{{SectionTemplate
|h=h4
|title=LetterBox
|content=}}
[[LetterBox|LetterBox]] disables commands and go to a cinematic, letterbox view.


*'''Enable''' - 1 to turn letterbox mode on, 0 to turn it off  
*'''Enable''' - 1 to turn letterbox mode on, 0 to turn it off  
*'''Snap''' - 1 to immediately go to/from letterbox mode instead of fading in/out  
*'''Snap''' - 1 to immediately go to/from letterbox mode instead of fading in/out  


=== [[MoveUnit|MoveUnit]] ===


Move an army to a location without stopping to fight
{{SectionTemplate
|h=h4
|title=MoveUnit
|content=}}
[[MoveUnit|MoveUnit]] moves an army to a location without stopping to fight


*'''Name''' - Name of the unit to be moved  
*'''Name''' - Name of the unit to be moved  
Line 167: Line 223:
*'''Stop''' - 1 to stop the unit  
*'''Stop''' - 1 to stop the unit  


=== [[Objective|Objective]] ===


Use this to set objective notifications for the player (so they know what to do).
{{SectionTemplate
|h=h4
|title=Objective
|content=}}
[[Objective|Objective]] is used to set objective notifications for the player (so they know what to do).


*'''Name''' - The name of the objective, use this name when checking or hiding it.  
*'''Name''' - The name of the objective, use this name when checking or hiding it.  
Line 176: Line 235:
*'''SetCheck''' - If the objective checkbox is checked or not.  
*'''SetCheck''' - If the objective checkbox is checked or not.  


=== [[Restrict|Restrict]] ===


To block the player from being able to access objects in the game.
{{SectionTemplate
|h=h4
|title=Restrict
|content=}}
[[Restrict|Restrict]] blocks the player from being able to access objects in the game.


*'''Type''' - Unit, Building, Research or Orbital. Whatever type of object that is being restricted.  
*'''Type''' - Unit, Building, Research or Orbital. Whatever type of object that is being restricted.  
Line 184: Line 246:
*'''Enable''' - Set this to 1 to enable the object. You can use this to restrict something early in the scenario and then enable it later on (for example: when the player accomplishes an objective or after a set amount of time).  
*'''Enable''' - Set this to 1 to enable the object. You can use this to restrict something early in the scenario and then enable it later on (for example: when the player accomplishes an objective or after a set amount of time).  


=== [[Reveal|Reveal]] ===


Reveal the fog of war over a location
{{SectionTemplate
|h=h4
|title=Reveal
|content=}}
[[Reveal|Reveal]] reveals the fog of war over a location


*'''Name''' - The name of this reveal (so you can modify it with a later command)  
*'''Name''' - The name of this reveal (so you can modify it with a later command)  
Line 194: Line 259:
*'''RadarSize''' - Use to add a radar component to the reveal. Can be used with Size="0" to create a radar-only reveal  
*'''RadarSize''' - Use to add a radar component to the reveal. Can be used with Size="0" to create a radar-only reveal  


=== [[SpawnBuilding|SpawnBuilding]] ===


Places a building on the map.
{{SectionTemplate
|h=h4
|title=SpawnBuilding
|content=}}
[[SpawnBuilding|SpawnBuilding]] places a building on the map.


*'''Name''' - The name you assign to the building.  
*'''Name''' - The name you assign to the building.  
Line 204: Line 272:
*'''NoDeath''' - Set this to "1" to make the unit immortal (you can still kill it with a scripted DestroyBuilding command)  
*'''NoDeath''' - Set this to "1" to make the unit immortal (you can still kill it with a scripted DestroyBuilding command)  


=== [[SpawnUnit|SpawnUnit]] ===


Places a unit on the map.
{{SectionTemplate
|h=h4
|title=SpawnUnit
|content=}}
[[SpawnUnit|SpawnUnit]] places a unit on the map.


*'''Name''' - The name you assign to the unit.  
*'''Name''' - The name you assign to the unit.  
Line 214: Line 285:
*'''Position''' - Where the unit will be created.  
*'''Position''' - Where the unit will be created.  


&nbsp;


&nbsp;
{{SectionTemplate
 
|h=h4
=== [[Var_Command|Var]] ===
|title=Var
 
|content=}}
Set or modify a variable. Tip: Set any variable you want to use to 0 in the initial setup trigger to avoid unpredictable results. ''All values must be integers.''
[[Var_Command|Var]] sets or modifies a variable. Tip: Set any variable you want to use to 0 in the initial setup trigger to avoid unpredictable results. ''All values must be integers.''


*'''Name''' - Name of the variable  
*'''Name''' - Name of the variable  
*'''Value''' - The value to be used in the operation
*'''Min''' - Minimum value for random functions
*'''Max''' - Maximum value for random functions
*'''Operation''' - Operation to be performed  
*'''Operation''' - Operation to be performed  
**"=" or "Set" - set to the value  
**"=" or "Set" - set to the value  
Line 231: Line 304:
**"SubRand" - subtract a random value between Min and Max  
**"SubRand" - subtract a random value between Min and Max  


 
[[Category:Modding]] [[Category:Commands]]
&nbsp;
 
*'''Value''' - The value to be used in the operation
*'''Min''' - Minimum value for random functions
*'''Max''' - Maximum value for random functions
*'''Example''' - ''<Var Name="vFoo" Operation="+" Value="3" />'' will add three to vFoo's current value
 
[[Category:Modding]]
[[Category:Commands]]

Latest revision as of 20:49, 6 December 2020


Script Commands


Commands are used within triggers to create gameplay effects, from revealing locations to spawning attack waves or even changing an AI's difficulty mid-game.

List of Commands

ActivateTrigger

ActivateTrigger activates another trigger (also can be used to activate the trigger it is called from, making a repeating trigger).

  • Target - This is the name of another trigger that will be set from Inactive to Active.


AreaIndicator

AreaIndicator places a visible indicator on the map to help the player know where they should go to.

  • Name - The name of the area.
  • Position - The center of the area.
  • Color - The color the area indicator is. [ Green | Blue | Red ]
  • Size - How big the area indicator will be.
  • Duration - How long the area indicator should last, -1 means that it lasts forever.


AttackAttackMove

AttackAttackMove orders an army to move to a specific area, engaging enemies along the way.

  • Name - The name of the army that will be given the order.
  • Repeat - Whether to repeat the order. Use with multiple AttackAttackMove commands to create a patrol path.
  • Position - Where the army is ordered to move to.


AttackUnit

AttackUnit orders an army to attack a specific script-spawned unit.

  • Name - The name of the unit to do the attacking
  • Target - The name of the unit to be attacked


Camera

Camera moves the player's view to a specific area.

  • Position - Where the camera will be looking.
  • Snap - Set to 1 to move the camera instantly, instead of panning
  • Speed - Scalar for how fast the camera will move, compared to clicking on the minimap. 0.5 for half speed, 2 for double, etc.
  • Unit - Follow a specific script-spawned unit. Do not use Position if you use this.
  • Building - Follow a specific script-spawned building. Do not use Position if you use this.
  • Save - Save the current camera settings. Useful if you want to show the player something and then move the camera back to whatever they were looking at.
  • Load - Load the last saved camera settings. Use with Save. May cause a crash if you haven't previously saved a camera position.
  • RTP - Distance, rotation and pitch of the camera.
    • The first number is distance. 1000 is a fairly tight shot, 2500 is a fairly typical gameplay zoom
    • Second number is rotation. 0 points the camera north, 90 east, 180 south, 270 west.
    • Third number is pitch. 40-50 are typical gameplay angles. 90 would be straight down. Note that anything lower than 40 can cause the engine to load a lot more terrain and models than it's designed to, so use with caution.


CaptureNearest

CaptureNearest orders an army to clear its order queue and capture the nearest neutral or enemy-controlled region (note: ordered unit will stop moving if region is captured before it gets there).

  • Name - The name of the unit to do the capturing
  • Repeat - Whether to repeat the order (indefinitely)


CaptureNearestNext

CaptureNearestNext orders an army to capture the nearest neutral or enemy-controlled region.

  • Name - The name of the unit to do the capturing
  • Repeat - Whether to repeat the order (indefinitely)


ChangeAIDifficulty

ChangeAIDifficulty changes an AI player's difficulty setting.

  • Player - The index of the player to change
  • Difficulty - The name of the difficulty to set it to


ChangeAIPersonality

ChangeAIPersonality changes an AI player's personality.

  • Player - The index of the player to change
  • Name - The name of the personality to set it to (defined in \Assets\GameCore\DefaultPlayerAI.xml)


DestroyBuilding

DestroyBuilding destroys a specific script-spawned building.

  • Name - The name of the building to be destroyed.


DestroyUnit

DestroyUnit destroys a specific script-spawned unit.

  • Name - The name of the unit to be destroyed.


Dialog

Dialog creates a popup that can convey information or story to the player. Use with <Entry> tags.


Entry

Entry is the actual text that will be displayed. Use only within <Dialog> tags.

  • Text - The actual text that is displayed. Corresponds to an entry in a .csv file in \Assets\UIText\
  • Icon - The icon used with the text popup. Hard-coded to correspond to Ashes characters, and changes the text color to match.
    • Mac
    • Haalee
    • Vexen
    • Valen
    • Artix
    • Ventrix
    • Athena
    • Narrator
    • Agememnon
    • Agethon


EndMission

EndMission used to force a win or loss of the scenario.

  • Victory - Set to 0 to lose the scenario or 1 to win.
  • String - The text that is displayed.


GrantStuff

GrantStuff gives a player free resources.

  • Player - The index of the player to be hooked up
  • Metal - The amount of metal being granted.
  • Quanta - The amount of quanta being granted.
  • Radioactives - The amount of radioactives being granted.
  • Turinium - The amount of victory points being granted.


GrantTech

GrantTech gives a player a free Quantum Upgrade

  • Player - The index of the player to be hooked up
  • Tech - The upgrade to grant [ HPs | Weapons | Radar | BuildingHPs | MetalStorage | RadsStorage | NexusHPs ]


HidePanel

HidePanel hides UI panels.

  • HidePlayer - Hide the Player panel
  • HideRank - Hide the Rank panel
  • HideResource - Hide the Resource panel


LetterBox

LetterBox disables commands and go to a cinematic, letterbox view.

  • Enable - 1 to turn letterbox mode on, 0 to turn it off
  • Snap - 1 to immediately go to/from letterbox mode instead of fading in/out


MoveUnit

MoveUnit moves an army to a location without stopping to fight

  • Name - Name of the unit to be moved
  • Position - x/y coordinates to move to
  • Repeat - 1 to repeat this command indefinitely. Use with multiple MoveUnit commands to create a patrol path.
  • Stop - 1 to stop the unit


Objective

Objective is used to set objective notifications for the player (so they know what to do).

  • Name - The name of the objective, use this name when checking or hiding it.
  • Hide - If this objective should be hidden or not, usually this means the objective is complete.
  • String - What the objective displays on the screen.
  • SetCheck - If the objective checkbox is checked or not.


Restrict

Restrict blocks the player from being able to access objects in the game.

  • Type - Unit, Building, Research or Orbital. Whatever type of object that is being restricted.
  • ID - The name of the object being restricted.
  • Enable - Set this to 1 to enable the object. You can use this to restrict something early in the scenario and then enable it later on (for example: when the player accomplishes an objective or after a set amount of time).


Reveal

Reveal reveals the fog of war over a location

  • Name - The name of this reveal (so you can modify it with a later command)
  • Enable - 1 to enable, 0 to disable
  • Position - x/y coordinates of the center of the revealed area
  • Size - Radius of the area to be revealed
  • RadarSize - Use to add a radar component to the reveal. Can be used with Size="0" to create a radar-only reveal


SpawnBuilding

SpawnBuilding places a building on the map.

  • Name - The name you assign to the building.
  • Template - The name of the building type being created.
  • Player - The player who will own the building.
  • Position - Where the building will be placed.
  • NoDeath - Set this to "1" to make the unit immortal (you can still kill it with a scripted DestroyBuilding command)


SpawnUnit

SpawnUnit places a unit on the map.

  • Name - The name you assign to the unit.
  • Parent - The army the unit will belong to (used to make it easier to issue moves).
  • Template - The type of unit being created.
  • Player - The player that will own the unit.
  • Position - Where the unit will be created.


Var

Var sets or modifies a variable. Tip: Set any variable you want to use to 0 in the initial setup trigger to avoid unpredictable results. All values must be integers.

  • Name - Name of the variable
  • Value - The value to be used in the operation
  • Min - Minimum value for random functions
  • Max - Maximum value for random functions
  • Operation - Operation to be performed
    • "=" or "Set" - set to the value
    • "+" or "Add" - add value
    • "-" or "Sub" - subtract value
    • "Rand" or "SetRand" - set to a random value between Min and Max
    • "AddRand" - add a random value between Min and Max
    • "SubRand" - subtract a random value between Min and Max