1602 lines
54 KiB
HTML
1602 lines
54 KiB
HTML
<html>
|
|
<head>
|
|
<title> ShipAI</title>
|
|
<link rel="stylesheet" href="stylesheet.css"/>
|
|
<meta charset="utf-8"/>
|
|
</head>
|
|
<body>
|
|
<div class="maincentered">
|
|
<div class="maincontent">
|
|
<h1 class="documentationheader">Avorion Script API Documentation</h1>
|
|
<div class="sitemap">
|
|
<div class="headerlisting flexheader">
|
|
<div>
|
|
<a href="index.html">Home</a>
|
|
<a href="Functions.html">Functions</a>
|
|
<a href="Search.html">Search</a>
|
|
</div>
|
|
<div class="flexheaderwhitespace"></div>
|
|
<form action="Search.html" method="get">Search:<input name="search" class="headersearchinput" type="search"></form></div></div>
|
|
<div class="floatleft">
|
|
<div class="codecontainer">
|
|
<table>
|
|
<tr>
|
|
<td>
|
|
<a class="type" href="ShipAI.html">ShipAI</a>
|
|
<a class="function" href="#ShipAI">ShipAI</a>
|
|
</td>
|
|
</tr>
|
|
<tr><td><br/></td></tr>
|
|
<tr><td><span class="docheader">Properties</span></td></tr>
|
|
<tr><td>
|
|
<a href="#attackedEntity">attackedEntity</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a href="#entity">entity</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a href="#entityId">entityId</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a href="#flyTarget">flyTarget</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a href="#isAttackingSomething">isAttackingSomething</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a href="#isBusy">isBusy</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a href="#isStuck">isStuck</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a href="#state">state</a>
|
|
</td></tr>
|
|
<tr><td><br/></td></tr>
|
|
<tr><td><span class="docheader">Member Functions</span></td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#clearEnemyEntities">clearEnemyEntities</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#clearEnemyFactions">clearEnemyFactions</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#clearFriendEntities">clearFriendEntities</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#clearFriendFactions">clearFriendFactions</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#enemyFightersPresent">enemyFightersPresent</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#enemyShipsPresent">enemyShipsPresent</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#getEnemies">getEnemies</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#getEnemyFighters">getEnemyFighters</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#getEnemyShips">getEnemyShips</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#getEscortTarget">getEscortTarget</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#getFollowTarget">getFollowTarget</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#getNearestEnemy">getNearestEnemy</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#getRegisteredEnemyEntities">getRegisteredEnemyEntities</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#getRegisteredEnemyFactions">getRegisteredEnemyFactions</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#getRegisteredFriendEntities">getRegisteredFriendEntities</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#getRegisteredFriendFactions">getRegisteredFriendFactions</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#isEnemy">isEnemy</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#isEnemyPresent">isEnemyPresent</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#isRegisteredEnemy">isRegisteredEnemy</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#isRegisteredFriend">isRegisteredFriend</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#registerEnemyEntity">registerEnemyEntity</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#registerEnemyFaction">registerEnemyFaction</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#registerFriendEntity">registerFriendEntity</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#registerFriendFaction">registerFriendFaction</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#setAggressive">setAggressive</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#setAttack">setAttack</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#setBoard">setBoard</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#setEscort">setEscort</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#setFly">setFly</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#setFlyLinear">setFlyLinear</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#setFollow">setFollow</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#setGuard">setGuard</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#setHarvest">setHarvest</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#setIdle">setIdle</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#setJump">setJump</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#setPassive">setPassive</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#setPassiveShooting">setPassiveShooting</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#setPassiveTurning">setPassiveTurning</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#setRepair">setRepair</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#setRepairTarget">setRepairTarget</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#setStatus">setStatus</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#setStatusMessage">setStatusMessage</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#stop">stop</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#unregisterEnemyEntity">unregisterEnemyEntity</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#unregisterEnemyFaction">unregisterEnemyFaction</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#unregisterFriendEntity">unregisterFriendEntity</a>
|
|
</td></tr>
|
|
<tr><td>
|
|
<a class="code" href="#unregisterFriendFaction">unregisterFriendFaction</a>
|
|
</td></tr>
|
|
</table>
|
|
</div>
|
|
</div>
|
|
<div class="floatright">
|
|
<h1>ShipAI</h1>
|
|
<div id="ShipAI" class="codecontainer">
|
|
<div id="ShipAI" class="function">
|
|
<p>
|
|
<span class="keyword">function </span> ShipAI(<span class="type">var</span> <span class="parameter">id</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="ShipAI" class="">
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">id</span>
|
|
The id of the entity this component belongs to, or the entity itself, must be an id of an existing entity or nil for the entity in the current script context <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
A new instance of ShipAI
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="Properties" class="codecontainer">
|
|
<div id="attackedEntity">
|
|
<table style="width:100%;"><tr>
|
|
<td><span class="keyword">property</span> <span class="type">uuid </span> <span class="property">attackedEntity</span></td><td align="right"><span><b>[read-only]</b></span></td></tr></table>
|
|
<div style="padding-left:20px; padding-bottom:10px">
|
|
The currently attacked entity.
|
|
</div>
|
|
</div>
|
|
<div id="entity">
|
|
<table style="width:100%;"><tr>
|
|
<td><span class="keyword">property</span> <span class="type">Entity </span> <span class="property">entity</span></td><td align="right"><span><b>[read-only]</b></span></td></tr></table>
|
|
<div style="padding-left:20px; padding-bottom:10px">
|
|
</div>
|
|
</div>
|
|
<div id="entityId">
|
|
<table style="width:100%;"><tr>
|
|
<td><span class="keyword">property</span> <span class="type">uuid </span> <span class="property">entityId</span></td><td align="right"><span><b>[read-only]</b></span></td></tr></table>
|
|
<div style="padding-left:20px; padding-bottom:10px">
|
|
</div>
|
|
</div>
|
|
<div id="flyTarget">
|
|
<table style="width:100%;"><tr>
|
|
<td><span class="keyword">property</span> <span class="type">vec3 </span> <span class="property">flyTarget</span></td><td align="right"><span><b>[read-only]</b></span></td></tr></table>
|
|
<div style="padding-left:20px; padding-bottom:10px">
|
|
The location the entity is currently flying to, if in state "Fly" or "FlyLinear".
|
|
</div>
|
|
</div>
|
|
<div id="isAttackingSomething">
|
|
<table style="width:100%;"><tr>
|
|
<td><span class="keyword">property</span> <span class="type">bool </span> <span class="property">isAttackingSomething</span></td><td align="right"><span><b>[read-only]</b></span></td></tr></table>
|
|
<div style="padding-left:20px; padding-bottom:10px">
|
|
True if the entity is currently attacking another entity.
|
|
</div>
|
|
</div>
|
|
<div id="isBusy">
|
|
<table style="width:100%;"><tr>
|
|
<td><span class="keyword">property</span> <span class="type">bool </span> <span class="property">isBusy</span></td><td align="right"><span><b>[read-only]</b></span></td></tr></table>
|
|
<div style="padding-left:20px; padding-bottom:10px">
|
|
True if the entity is currently doing something that prevents ambient chatter.
|
|
</div>
|
|
</div>
|
|
<div id="isStuck">
|
|
<table style="width:100%;"><tr>
|
|
<td><span class="keyword">property</span> <span class="type">bool </span> <span class="property">isStuck</span></td><td align="right"><span><b>[read-only]</b></span></td></tr></table>
|
|
<div style="padding-left:20px; padding-bottom:10px">
|
|
True if the entity is currently in state "Fly" and got stuck.
|
|
</div>
|
|
</div>
|
|
<div id="state">
|
|
<table style="width:100%;"><tr>
|
|
<td><span class="keyword">property</span> <span class="type">int </span> <span class="property">state</span></td><td align="right"><span><b>[read-only]</b></span></td></tr></table>
|
|
<div style="padding-left:20px; padding-bottom:10px">
|
|
The AIStateType that the AI is currently in.
|
|
</div>
|
|
</div>
|
|
</div>
|
|
<div id="clearEnemyEntities" class="codecontainer">
|
|
<div id="clearEnemyEntities" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> clearEnemyEntities() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="clearEnemyEntities" class="">
|
|
<p>
|
|
Removes all registered entities from the enemy list so that this AI no longer always considers them their enemy.
|
|
</p>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="clearEnemyFactions" class="codecontainer">
|
|
<div id="clearEnemyFactions" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> clearEnemyFactions() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="clearEnemyFactions" class="">
|
|
<p>
|
|
Removes all registered factions from the enemy list so that this AI no longer always considers them their enemy.
|
|
</p>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="clearFriendEntities" class="codecontainer">
|
|
<div id="clearFriendEntities" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> clearFriendEntities() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="clearFriendEntities" class="">
|
|
<p>
|
|
Removes all registered entities from the friend list so that this AI no longer always considers them their ally/friend.
|
|
</p>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="clearFriendFactions" class="codecontainer">
|
|
<div id="clearFriendFactions" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> clearFriendFactions() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="clearFriendFactions" class="">
|
|
<p>
|
|
Removes all registered factions from the friend list so that this AI no longer always considers them their ally/friend.
|
|
</p>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="enemyFightersPresent" class="codecontainer">
|
|
<div id="enemyFightersPresent" class="function">
|
|
<p>
|
|
<span class="keyword">function bool</span> enemyFightersPresent() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="enemyFightersPresent" class="">
|
|
<p>
|
|
Returns true if there are enemy fighters present in the sector.
|
|
</p>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="enemyShipsPresent" class="codecontainer">
|
|
<div id="enemyShipsPresent" class="function">
|
|
<p>
|
|
<span class="keyword">function bool</span> enemyShipsPresent(<span class="type">var</span> <span class="parameter">countCivilEnemies</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="enemyShipsPresent" class="">
|
|
<p>
|
|
Returns true if there are enemy ships present in the sector.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">countCivilEnemies</span>
|
|
Set to true to also include civil ships like freighters and the like. <br/>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="getEnemies" class="codecontainer">
|
|
<div id="getEnemies" class="function">
|
|
<p>
|
|
<span class="keyword">function Entity...</span> getEnemies() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="getEnemies" class="">
|
|
<p>
|
|
Returns a list of all entities that this AI considers hostile in the sector.
|
|
</p>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="getEnemyFighters" class="codecontainer">
|
|
<div id="getEnemyFighters" class="function">
|
|
<p>
|
|
<span class="keyword">function Entity...</span> getEnemyFighters() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="getEnemyFighters" class="">
|
|
<p>
|
|
Returns a list of all fighters that this AI considers hostile in the sector.
|
|
</p>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="getEnemyShips" class="codecontainer">
|
|
<div id="getEnemyShips" class="function">
|
|
<p>
|
|
<span class="keyword">function Entity...</span> getEnemyShips() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="getEnemyShips" class="">
|
|
<p>
|
|
Returns a list of all non-fighter entities that this AI considers hostile in the sector.
|
|
</p>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="getEscortTarget" class="codecontainer">
|
|
<div id="getEscortTarget" class="function">
|
|
<p>
|
|
<span class="keyword">function Uuid</span> getEscortTarget() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="getEscortTarget" class="">
|
|
<p>
|
|
Returns the Uuid of the escorted craft or nil if Escort is not active.
|
|
</p>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="getFollowTarget" class="codecontainer">
|
|
<div id="getFollowTarget" class="function">
|
|
<p>
|
|
<span class="keyword">function Uuid</span> getFollowTarget() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="getFollowTarget" class="">
|
|
<p>
|
|
Returns the Uuid of the followed or escorted craft or nil if neither Follow nor Escort is active.
|
|
</p>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="getNearestEnemy" class="codecontainer">
|
|
<div id="getNearestEnemy" class="function">
|
|
<p>
|
|
<span class="keyword">function Entity</span> getNearestEnemy() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="getNearestEnemy" class="">
|
|
<p>
|
|
Finds the closest enemy of the AI in the sector.
|
|
</p>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="getRegisteredEnemyEntities" class="codecontainer">
|
|
<div id="getRegisteredEnemyEntities" class="function">
|
|
<p>
|
|
<span class="keyword">function uuid...</span> getRegisteredEnemyEntities() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="getRegisteredEnemyEntities" class="">
|
|
<p>
|
|
Returns the list of entities that are always considered enemies.
|
|
</p>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="getRegisteredEnemyFactions" class="codecontainer">
|
|
<div id="getRegisteredEnemyFactions" class="function">
|
|
<p>
|
|
<span class="keyword">function int...</span> getRegisteredEnemyFactions() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="getRegisteredEnemyFactions" class="">
|
|
<p>
|
|
Returns the list of factions that are always considered enemies.
|
|
</p>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="getRegisteredFriendEntities" class="codecontainer">
|
|
<div id="getRegisteredFriendEntities" class="function">
|
|
<p>
|
|
<span class="keyword">function uuid...</span> getRegisteredFriendEntities() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="getRegisteredFriendEntities" class="">
|
|
<p>
|
|
Returns the list of entities that are always considered friends.
|
|
</p>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="getRegisteredFriendFactions" class="codecontainer">
|
|
<div id="getRegisteredFriendFactions" class="function">
|
|
<p>
|
|
<span class="keyword">function int...</span> getRegisteredFriendFactions() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="getRegisteredFriendFactions" class="">
|
|
<p>
|
|
Returns the list of factions that are always considered friends.
|
|
</p>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="isEnemy" class="codecontainer">
|
|
<div id="isEnemy" class="function">
|
|
<p>
|
|
<span class="keyword">function bool</span> isEnemy(<span class="type">Entity</span> <span class="parameter">target</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="isEnemy" class="">
|
|
<p>
|
|
Checks if the given entity is considered an enemy.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">target</span>
|
|
The entity to check <br/>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="isEnemyPresent" class="codecontainer">
|
|
<div id="isEnemyPresent" class="function">
|
|
<p>
|
|
<span class="keyword">function bool</span> isEnemyPresent(<span class="type">var</span> <span class="parameter">countCivilEnemies</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="isEnemyPresent" class="">
|
|
<p>
|
|
Returns true if there are any enemy entities present in the sector.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">countCivilEnemies</span>
|
|
Set to true to also include civil ships like freighters and the like. <br/>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="isRegisteredEnemy" class="codecontainer">
|
|
<div id="isRegisteredEnemy" class="function">
|
|
<p>
|
|
<span class="keyword">function bool</span> isRegisteredEnemy(<span class="type">Entity</span> <span class="parameter">target</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="isRegisteredEnemy" class="">
|
|
<p>
|
|
Checks if the given entity is registered to always be considered hostile.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">target</span>
|
|
The entity to check <br/>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="isRegisteredFriend" class="codecontainer">
|
|
<div id="isRegisteredFriend" class="function">
|
|
<p>
|
|
<span class="keyword">function bool</span> isRegisteredFriend(<span class="type">Entity</span> <span class="parameter">target</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="isRegisteredFriend" class="">
|
|
<p>
|
|
Checks if the given entity is registered to always be considered friendly.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">target</span>
|
|
The entity to check <br/>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="registerEnemyEntity" class="codecontainer">
|
|
<div id="registerEnemyEntity" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> registerEnemyEntity(<span class="type">Uuid</span> <span class="parameter">id</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="registerEnemyEntity" class="">
|
|
<p>
|
|
Adds a single entity that this AI will always consider their enemy. This setting overrides normal faction relations. Registering a new enemy entity will do an internal unregisterFriendEntity(id) call and vice versa.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">id</span>
|
|
The id of the entity <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="registerEnemyFaction" class="codecontainer">
|
|
<div id="registerEnemyFaction" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> registerEnemyFaction(<span class="type">int</span> <span class="parameter">index</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="registerEnemyFaction" class="">
|
|
<p>
|
|
Adds a faction that this AI will always consider their enemy. This setting overrides normal faction relations. Registering a new enemy faction will do an internal unregisterFriendFaction(index) call and vice versa.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">index</span>
|
|
The index of the new friend faction <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="registerFriendEntity" class="codecontainer">
|
|
<div id="registerFriendEntity" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> registerFriendEntity(<span class="type">Uuid</span> <span class="parameter">id</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="registerFriendEntity" class="">
|
|
<p>
|
|
Adds a single entity that this AI will always consider their ally/friend. This setting overrides normal faction relations. Registering a new friend entity will do an internal unregisterEnemyEntity(id) call and vice versa.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">id</span>
|
|
The id of the entity <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="registerFriendFaction" class="codecontainer">
|
|
<div id="registerFriendFaction" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> registerFriendFaction(<span class="type">int</span> <span class="parameter">index</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="registerFriendFaction" class="">
|
|
<p>
|
|
Adds a faction that this AI will always consider their ally/friend. This setting overrides normal faction relations. Registering a new friend faction will do an internal unregisterEnemyFaction(index) call and vice versa.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">index</span>
|
|
The index of the new friend faction <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="setAggressive" class="codecontainer">
|
|
<div id="setAggressive" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> setAggressive(<span class="type">var</span> <span class="parameter">attackCivilShips</span>, <span class="type">var</span> <span class="parameter">canFinish</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="setAggressive" class="">
|
|
<p>
|
|
Sets the AI's current state to 'Aggressive'. The ship will attack its enemies and switch between enemies when taking damage (classic aggro principle).
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">attackCivilShips</span>
|
|
Pass "true" to have it attack civil ships as well <br/>
|
|
<span class="parameter">canFinish</span>
|
|
Pass "true" to have the state change to 'Idle' once there are no more enemies. <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="setAttack" class="codecontainer">
|
|
<div id="setAttack" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> setAttack(<span class="type">Entity</span> <span class="parameter">target</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="setAttack" class="">
|
|
<p>
|
|
Sets the AI's current state to 'Attack'. The ship will attack the given target. It will also try to stay moving to make it harder for enemies to hit it. The state ends when the target can't be found any more, or when the target has been out of reach for more than 60 seconds. The ship will not follow through gates or jump after its target.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">target</span>
|
|
The attacked entity <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="setBoard" class="codecontainer">
|
|
<div id="setBoard" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> setBoard(<span class="type">Entity</span> <span class="parameter">target</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="setBoard" class="">
|
|
<p>
|
|
Sets the AI's current state to 'Board'. The ship will try to board the target. The state ends when the target can no longer be found or boarded, or when boarding was successful.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">target</span>
|
|
The targeted entity <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="setEscort" class="codecontainer">
|
|
<div id="setEscort" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> setEscort(<span class="type">Entity</span> <span class="parameter">escortedShip</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="setEscort" class="">
|
|
<p>
|
|
Sets the AI's current state to 'Escort'. The ship will follow the specified entity and attack enemies that try attacking the escorted ship. This state switches between the 'Follow' and the 'Attack' logic internally. The state ends when the escorted object can't be found any more. A ship set to escort will follow through hyperspace and gates.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">escortedShip</span>
|
|
The ship it should escort <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="setFly" class="codecontainer">
|
|
<div id="setFly" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> setFly(<span class="type">vec3</span> <span class="parameter">location</span>, <span class="type">float</span> <span class="parameter">arrivalRadius</span>, <span class="type">Entity</span> <span class="parameter">collisionException</span>, <span class="type">var</span> <span class="parameter">fighterOrders</span>, <span class="type">var</span> <span class="parameter">lenientArrivalAllowed</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="setFly" class="">
|
|
<p>
|
|
Sets the AI's current state to 'Fly'. The ship will fly towards a destination and evade obstacles. If it can't fly to its location without potentially colliding with other objects, it will remain still.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">location</span>
|
|
The location it should fly to <br/>
|
|
<span class="parameter">arrivalRadius</span>
|
|
The arrival radius of the location, once the ship is inside the radius it will stop flying <br/>
|
|
<span class="parameter">collisionException</span>
|
|
Pass an Entity as an exception, which won't be considered during flight path calculation. nil for no exception. <br/>
|
|
<span class="parameter">fighterOrders</span>
|
|
The desired fighter orders or nil <br/>
|
|
<span class="parameter">lenientArrivalAllowed</span>
|
|
A bool indicating whether the ship is allowed to arrive at the final waypoint instead of the actual destination <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="setFlyLinear" class="codecontainer">
|
|
<div id="setFlyLinear" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> setFlyLinear(<span class="type">vec3</span> <span class="parameter">location</span>, <span class="type">float</span> <span class="parameter">arrivalRadius</span>, <span class="type">var</span> <span class="parameter">avoidCollisions</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="setFlyLinear" class="">
|
|
<p>
|
|
Sets the AI's current state to 'Fly Linear'. The ship will fly towards a destination linearly and will not evade obstacles.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">location</span>
|
|
The location it should fly to <br/>
|
|
<span class="parameter">arrivalRadius</span>
|
|
The arrival radius of the location, once the ship is inside the radius it will stop flying <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="setFollow" class="codecontainer">
|
|
<div id="setFollow" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> setFollow(<span class="type">Entity</span> <span class="parameter">followedShip</span>, <span class="type">var</span> <span class="parameter">followedToOtherSectors</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="setFollow" class="">
|
|
<p>
|
|
Sets the AI's current state to 'Follow'. The ship will follow the specified entity. The state ends when the escorted object can't be found any more. A ship set to follow will follow through hyperspace and gates.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">followedShip</span>
|
|
The ship it should follow <br/>
|
|
<span class="parameter">followedToOtherSectors</span>
|
|
a bool indicating whether the ship should follow to other sectors (false, by default) <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="setGuard" class="codecontainer">
|
|
<div id="setGuard" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> setGuard(<span class="type">vec3</span> <span class="parameter">location</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="setGuard" class="">
|
|
<p>
|
|
Sets the AI's current state to 'Guard'. The ship will remain around a specified location and attack enemies that get too close.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">location</span>
|
|
The location it should guard <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="setHarvest" class="codecontainer">
|
|
<div id="setHarvest" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> setHarvest(<span class="type">Entity</span> <span class="parameter">target</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="setHarvest" class="">
|
|
<p>
|
|
Sets the AI's current state to 'Harvest'. The ship will try to mine/salvage the target. The state ends when the target can no longer be found.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">target</span>
|
|
The targeted entity <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="setIdle" class="codecontainer">
|
|
<div id="setIdle" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> setIdle() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="setIdle" class="">
|
|
<p>
|
|
Sets the AI's current state to 'Idle', which can be compared to a player just stopping to move their hands. That means that any keys that the AI might still have pressed, will remain pressed until otherwise told so via the ControlUnit component.
|
|
</p>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="setJump" class="codecontainer">
|
|
<div id="setJump" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> setJump(<span class="type">int</span> <span class="parameter">x</span>, <span class="type">int</span> <span class="parameter">y</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="setJump" class="">
|
|
<p>
|
|
Sets the AI's current state to 'Jump'. The ship will turn towards a specified sector and try to jump into it. If it can't it will just turn towards the destination sector. The state ends when it arrives at its destination.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">x</span>
|
|
The x coordinate of the target sector <br/>
|
|
<span class="parameter">y</span>
|
|
The y coordinate of the target sector <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="setPassive" class="codecontainer">
|
|
<div id="setPassive" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> setPassive() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="setPassive" class="">
|
|
<p>
|
|
Sets the AI's current state to 'Passive'. The ship will actively do nothing at all and try to stand still at all cost.
|
|
</p>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="setPassiveShooting" class="codecontainer">
|
|
<div id="setPassiveShooting" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> setPassiveShooting(<span class="type">bool</span> <span class="parameter">enabled</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="setPassiveShooting" class="">
|
|
<p>
|
|
Enables or disables the ability to shoot enemy ships passively while flying around.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">enabled</span>
|
|
true to enable, false to disable <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="setPassiveTurning" class="codecontainer">
|
|
<div id="setPassiveTurning" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> setPassiveTurning(<span class="type">vec3</span> <span class="parameter">location</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="setPassiveTurning" class="">
|
|
<p>
|
|
Sets the AI's current state to 'Passive Turning'. The ship will turn towards a position, but not fly there and will always set its desired velocity to 0.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">location</span>
|
|
The location it should turn towards. <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="setRepair" class="codecontainer">
|
|
<div id="setRepair" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> setRepair() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="setRepair" class="">
|
|
<p>
|
|
Sets the AI's current state to 'Repair'. Similar to 'Aggressive', but for repairs. The ship will look for allies and heal them. This state does not end.
|
|
</p>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="setRepairTarget" class="codecontainer">
|
|
<div id="setRepairTarget" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> setRepairTarget(<span class="type">Entity</span> <span class="parameter">target</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="setRepairTarget" class="">
|
|
<p>
|
|
Sets the AI's current state to 'Repair Target'. Can repair itself. The state ends when the target can't be found any more.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">target</span>
|
|
The targeted entity <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="setStatus" class="codecontainer">
|
|
<div id="setStatus" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> setStatus(<span class="type">string</span> <span class="parameter">status</span>, <span class="type">string_pair...</span> <span class="parameter">arguments</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="setStatus" class="">
|
|
<p>
|
|
DEPRECATED, use ShipAI:setStatusMessage(). Sets the status that will be set in the ship info and other places (eg. ships/fleet tab)
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">status</span>
|
|
a string that will be used as status, can be a format string for easier translation.</br> <br/>
|
|
<span class="parameter">arguments</span>
|
|
Set the string arguments (if format string is used) as vector of string_pair. <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="setStatusMessage" class="codecontainer">
|
|
<div id="setStatusMessage" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> setStatusMessage(<span class="type">string</span> <span class="parameter">status</span>, <span class="type">string_pair...</span> <span class="parameter">arguments</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="setStatusMessage" class="">
|
|
<p>
|
|
Sets the status that will be set in the ship info and other places (eg. ships/fleet tab)
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">status</span>
|
|
a string that will be used as status, can be a format string for easier translation.</br> <br/>
|
|
<span class="parameter">arguments</span>
|
|
Set the string arguments (if format string is used) as vector of string_pair. <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="stop" class="codecontainer">
|
|
<div id="stop" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> stop() <br/>
|
|
</p>
|
|
</div>
|
|
<div id="stop" class="">
|
|
<p>
|
|
Stops the ship and sets its state to 'Idle'.
|
|
</p>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="unregisterEnemyEntity" class="codecontainer">
|
|
<div id="unregisterEnemyEntity" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> unregisterEnemyEntity(<span class="type">Uuid</span> <span class="parameter">id</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="unregisterEnemyEntity" class="">
|
|
<p>
|
|
Removes a single entity from the enemy list so that this AI no longer always considers it their enemy.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">id</span>
|
|
The id of the entity <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="unregisterEnemyFaction" class="codecontainer">
|
|
<div id="unregisterEnemyFaction" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> unregisterEnemyFaction(<span class="type">int</span> <span class="parameter">index</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="unregisterEnemyFaction" class="">
|
|
<p>
|
|
Removes a faction from the enemy list so that this AI no longer always considers them their enemy.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">index</span>
|
|
The index of the faction to remove <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="unregisterFriendEntity" class="codecontainer">
|
|
<div id="unregisterFriendEntity" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> unregisterFriendEntity(<span class="type">Uuid</span> <span class="parameter">id</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="unregisterFriendEntity" class="">
|
|
<p>
|
|
Removes a single entity from the friend list so that this AI no longer always considers it their ally/friend.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">id</span>
|
|
The id of the entity <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
<div id="unregisterFriendFaction" class="codecontainer">
|
|
<div id="unregisterFriendFaction" class="function">
|
|
<p>
|
|
<span class="keyword">function var</span> unregisterFriendFaction(<span class="type">int</span> <span class="parameter">index</span>) <br/>
|
|
</p>
|
|
</div>
|
|
<div id="unregisterFriendFaction" class="">
|
|
<p>
|
|
Removes a faction from the friend list so that this AI no longer always considers them their ally/friend.
|
|
</p>
|
|
<p><span class="docheader">Parameters</span></p>
|
|
<div class="indented">
|
|
<span class="parameter">index</span>
|
|
The index of the faction to remove <br/>
|
|
</div>
|
|
<p><span class="docheader">Returns</span></p>
|
|
<div class="indented">
|
|
<p>
|
|
nothing
|
|
</p>
|
|
</div>
|
|
</p>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
<div class="sitemap">
|
|
<div class="flexheader"> <div class="headerlisting">
|
|
<span class="docheader">Overview</span>
|
|
<br> <a href="index.html">Home</a>
|
|
<a href="Functions.html">Functions</a>
|
|
<a href="Search.html">Search</a>
|
|
</div> <div class="flexheaderwhitespace"></div>
|
|
<form action="Search.html" method="get"> Search:<input name="search" class="headersearchinput" type="search"> </form></div><div class="headerlisting">
|
|
<span class="docheader">Callbacks</span>
|
|
<br><a href="Callbacks.html"> Callbacks</a>
|
|
<a href="Alliance [Client] Callbacks.html">Alliance [Client] Callbacks</a>
|
|
<a href="Alliance [Server] Callbacks.html">Alliance [Server] Callbacks</a>
|
|
<a href="Alliance [Server] Callbacks.html">Alliance [Server] Callbacks</a>
|
|
<a href="Entity Callbacks.html">Entity Callbacks</a>
|
|
<a href="Galaxy Callbacks.html">Galaxy Callbacks</a>
|
|
<a href="Player Callbacks.html">Player Callbacks</a>
|
|
<a href="Player [Client] Callbacks.html">Player [Client] Callbacks</a>
|
|
<a href="Sector Callbacks.html">Sector Callbacks</a>
|
|
<a href="Server Callbacks.html">Server Callbacks</a>
|
|
</div><div class="headerlisting">
|
|
<span class="docheader">Predefined Functions & Example Scripts</span>
|
|
<br><a href="CommandFunctions.html">Command</a>
|
|
<a href="EntityFunctions.html">Entity</a>
|
|
<a href="FactionDatabaseFunctions.html">FactionDatabase</a>
|
|
<a href="PlanGeneratorFunctions.html">PlanGenerator</a>
|
|
<a href="PlayerFunctions.html">Player</a>
|
|
<a href="SectorFunctions.html">Sector</a>
|
|
<a href="ServerFunctions.html">Server</a>
|
|
<a href="UsableInventoryItemFunctions.html">UsableInventoryItem</a>
|
|
</div><div class="headerlisting">
|
|
<span class="docheader">Common Components</span>
|
|
<br><a href="Boarding.html">Boarding</a>
|
|
<a href="BspTree.html">BspTree</a>
|
|
<a href="CargoBay.html">CargoBay</a>
|
|
<a href="CargoLoot.html">CargoLoot</a>
|
|
<a href="ControlUnit.html">ControlUnit</a>
|
|
<a href="CrewComponent.html">CrewComponent</a>
|
|
<a href="DeletionTimer.html">DeletionTimer</a>
|
|
<a href="DirectFlightPhysics.html">DirectFlightPhysics</a>
|
|
<a href="DockingClamps.html">DockingClamps</a>
|
|
<a href="DockingParent.html">DockingParent</a>
|
|
<a href="DockingPositions.html">DockingPositions</a>
|
|
<a href="Durability.html">Durability</a>
|
|
<a href="EnergySystem.html">EnergySystem</a>
|
|
<a href="Engine.html">Engine</a>
|
|
<a href="FighterAI.html">FighterAI</a>
|
|
<a href="Hangar.html">Hangar</a>
|
|
<a href="HyperspaceEngine.html">HyperspaceEngine</a>
|
|
<a href="InteractionText.html">InteractionText</a>
|
|
<a href="InventoryItemLoot.html">InventoryItemLoot</a>
|
|
<a href="Owner.html">Owner</a>
|
|
<a href="Physics.html">Physics</a>
|
|
<a href="Plan.html">Plan</a>
|
|
<a href="ReadOnlyBoarding.html">ReadOnlyBoarding</a>
|
|
<a href="ReadOnlyBspTree.html">ReadOnlyBspTree</a>
|
|
<a href="ReadOnlyCargoBay.html">ReadOnlyCargoBay</a>
|
|
<a href="ReadOnlyControlUnit.html">ReadOnlyControlUnit</a>
|
|
<a href="ReadOnlyCrew.html">ReadOnlyCrew</a>
|
|
<a href="ReadOnlyDeletionTimer.html">ReadOnlyDeletionTimer</a>
|
|
<a href="ReadOnlyEnergySystem.html">ReadOnlyEnergySystem</a>
|
|
<a href="ReadOnlyEngine.html">ReadOnlyEngine</a>
|
|
<a href="ReadOnlyFighterAI.html">ReadOnlyFighterAI</a>
|
|
<a href="ReadOnlyHangar.html">ReadOnlyHangar</a>
|
|
<a href="ReadOnlyHyperspaceEngine.html">ReadOnlyHyperspaceEngine</a>
|
|
<a href="ReadOnlyInteractionText.html">ReadOnlyInteractionText</a>
|
|
<a href="ReadOnlyOwner.html">ReadOnlyOwner</a>
|
|
<a href="ReadOnlyPhysics.html">ReadOnlyPhysics</a>
|
|
<a href="ReadOnlyPlan.html">ReadOnlyPlan</a>
|
|
<a href="ReadOnlyShipAI.html">ReadOnlyShipAI</a>
|
|
<a href="ReadOnlyShipSystem.html">ReadOnlyShipSystem</a>
|
|
<a href="ReadOnlyTorpedoAI [Server] [Client] [Server] [Client].html">ReadOnlyTorpedoAI [Server] [Client] [Server] [Client]</a>
|
|
<a href="ReadOnlyTorpedoAI [Server] [Client] [Server] [Client].html">ReadOnlyTorpedoAI [Server] [Client] [Server] [Client]</a>
|
|
<a href="ReadOnlyTorpedoLauncher.html">ReadOnlyTorpedoLauncher</a>
|
|
<a href="ReadOnlyTurretBases.html">ReadOnlyTurretBases</a>
|
|
<a href="ReadOnlyVelocity.html">ReadOnlyVelocity</a>
|
|
<a href="ReadOnlyWeapons.html">ReadOnlyWeapons</a>
|
|
<a href="ReadOnlyWormHole.html">ReadOnlyWormHole</a>
|
|
<a href="Shield.html">Shield</a>
|
|
<a href="ShipAI.html">ShipAI</a>
|
|
<a href="ShipSystem.html">ShipSystem</a>
|
|
<a href="StructuralIntegrity.html">StructuralIntegrity</a>
|
|
<a href="SystemUpgradeLoot.html">SystemUpgradeLoot</a>
|
|
<a href="Thrusters.html">Thrusters</a>
|
|
<a href="Torpedo.html">Torpedo</a>
|
|
<a href="TorpedoAI.html">TorpedoAI</a>
|
|
<a href="TorpedoLauncher.html">TorpedoLauncher</a>
|
|
<a href="Turret.html">Turret</a>
|
|
<a href="TurretAI.html">TurretAI</a>
|
|
<a href="TurretBases.html">TurretBases</a>
|
|
<a href="Velocity.html">Velocity</a>
|
|
<a href="Weapons.html">Weapons</a>
|
|
<a href="WormHole.html">WormHole</a>
|
|
</div><div class="headerlisting">
|
|
<span class="docheader">Common Objects</span>
|
|
<br><a href="AllianceMember.html">AllianceMember</a>
|
|
<a href="AllianceRank.html">AllianceRank</a>
|
|
<a href="BlockPlan.html">BlockPlan</a>
|
|
<a href="BlockPlanBlock.html">BlockPlanBlock</a>
|
|
<a href="BlockStatistics.html">BlockStatistics</a>
|
|
<a href="Box.html">Box</a>
|
|
<a href="Captain.html">Captain</a>
|
|
<a href="Color.html">Color</a>
|
|
<a href="ControlUnitSeat.html">ControlUnitSeat</a>
|
|
<a href="CraftDesign.html">CraftDesign</a>
|
|
<a href="CraftStatsOverview.html">CraftStatsOverview</a>
|
|
<a href="Crew.html">Crew</a>
|
|
<a href="CrewMan.html">CrewMan</a>
|
|
<a href="CrewProfession.html">CrewProfession</a>
|
|
<a href="DebugInfo.html">DebugInfo</a>
|
|
<a href="dvec2.html">dvec2</a>
|
|
<a href="dvec3.html">dvec3</a>
|
|
<a href="dvec4.html">dvec4</a>
|
|
<a href="Entity.html">Entity</a>
|
|
<a href="EntityDescriptor.html">EntityDescriptor</a>
|
|
<a href="FighterTemplate.html">FighterTemplate</a>
|
|
<a href="Format.html">Format</a>
|
|
<a href="GameSettings.html">GameSettings</a>
|
|
<a href="Group.html">Group</a>
|
|
<a href="HighResolutionTimer.html">HighResolutionTimer</a>
|
|
<a href="Inventory.html">Inventory</a>
|
|
<a href="InventoryTurret.html">InventoryTurret</a>
|
|
<a href="ivec2.html">ivec2</a>
|
|
<a href="ivec3.html">ivec3</a>
|
|
<a href="ivec4.html">ivec4</a>
|
|
<a href="Language.html">Language</a>
|
|
<a href="Mail.html">Mail</a>
|
|
<a href="Material.html">Material</a>
|
|
<a href="Matrix.html">Matrix</a>
|
|
<a href="ModManager.html">ModManager</a>
|
|
<a href="NamedFormat.html">NamedFormat</a>
|
|
<a href="PlanBspTree.html">PlanBspTree</a>
|
|
<a href="PlanetSpecifics.html">PlanetSpecifics</a>
|
|
<a href="PlanGenerationStage.html">PlanGenerationStage</a>
|
|
<a href="PlanPart.html">PlanPart</a>
|
|
<a href="PlanStyle.html">PlanStyle</a>
|
|
<a href="PlayerId.html">PlayerId</a>
|
|
<a href="PluralForm.html">PluralForm</a>
|
|
<a href="Profiler.html">Profiler</a>
|
|
<a href="QuadTree.html">QuadTree</a>
|
|
<a href="Random.html">Random</a>
|
|
<a href="Rarity.html">Rarity</a>
|
|
<a href="Ray.html">Ray</a>
|
|
<a href="ReadOnlyEntity.html">ReadOnlyEntity</a>
|
|
<a href="Rect.html">Rect</a>
|
|
<a href="Relation.html">Relation</a>
|
|
<a href="Scenario.html">Scenario</a>
|
|
<a href="SectorView.html">SectorView</a>
|
|
<a href="Seed.html">Seed</a>
|
|
<a href="Sphere.html">Sphere</a>
|
|
<a href="Squad.html">Squad</a>
|
|
<a href="SystemUpgradeTemplate.html">SystemUpgradeTemplate</a>
|
|
<a href="Timer.html">Timer</a>
|
|
<a href="Tooltip.html">Tooltip</a>
|
|
<a href="TooltipLine.html">TooltipLine</a>
|
|
<a href="TorpedoShaft.html">TorpedoShaft</a>
|
|
<a href="TorpedoTemplate.html">TorpedoTemplate</a>
|
|
<a href="TradingGood.html">TradingGood</a>
|
|
<a href="TurretDesign.html">TurretDesign</a>
|
|
<a href="TurretDesignPart.html">TurretDesignPart</a>
|
|
<a href="TurretTemplate.html">TurretTemplate</a>
|
|
<a href="UsableInventoryItem.html">UsableInventoryItem</a>
|
|
<a href="Uuid.html">Uuid</a>
|
|
<a href="VanillaInventoryItem.html">VanillaInventoryItem</a>
|
|
<a href="vec2.html">vec2</a>
|
|
<a href="vec3.html">vec3</a>
|
|
<a href="vec4.html">vec4</a>
|
|
<a href="Version.html">Version</a>
|
|
<a href="Weapon.html">Weapon</a>
|
|
</div><div class="headerlisting">
|
|
<span class="docheader">Client Components</span>
|
|
<br><a href="EntityIcon.html">EntityIcon</a>
|
|
<a href="EntityTooltip.html">EntityTooltip</a>
|
|
<a href="PlanMesh.html">PlanMesh</a>
|
|
<a href="ReadOnlyIcon.html">ReadOnlyIcon</a>
|
|
<a href="ReadOnlyPlanMesh.html">ReadOnlyPlanMesh</a>
|
|
<a href="ReadOnlyScriptUI.html">ReadOnlyScriptUI</a>
|
|
<a href="ReadOnlyTooltip.html">ReadOnlyTooltip</a>
|
|
<a href="ScriptUI.html">ScriptUI</a>
|
|
</div><div class="headerlisting">
|
|
<span class="docheader">Client Objects</span>
|
|
<br><a href="Achievements.html">Achievements</a>
|
|
<a href="Alliance [Client].html">Alliance [Client]</a>
|
|
<a href="CameraKeyFrame.html">CameraKeyFrame</a>
|
|
<a href="CaptainSelectionItem.html">CaptainSelectionItem</a>
|
|
<a href="Client.html">Client</a>
|
|
<a href="ClientSettings.html">ClientSettings</a>
|
|
<a href="ColorSelectionItem.html">ColorSelectionItem</a>
|
|
<a href="CraftDesignSelectionItem.html">CraftDesignSelectionItem</a>
|
|
<a href="Faction [Client].html">Faction [Client]</a>
|
|
<a href="Galaxy [Client].html">Galaxy [Client]</a>
|
|
<a href="GalaxyMap.html">GalaxyMap</a>
|
|
<a href="GameInput.html">GameInput</a>
|
|
<a href="GlowFX.html">GlowFX</a>
|
|
<a href="IconSelectionItem.html">IconSelectionItem</a>
|
|
<a href="InputWindow.html">InputWindow</a>
|
|
<a href="InventoryReferenceSelectionItem.html">InventoryReferenceSelectionItem</a>
|
|
<a href="InventorySelectionItem.html">InventorySelectionItem</a>
|
|
<a href="Keyboard.html">Keyboard</a>
|
|
<a href="LaserFX.html">LaserFX</a>
|
|
<a href="Mouse.html">Mouse</a>
|
|
<a href="Music.html">Music</a>
|
|
<a href="PixelIconSelectionItem.html">PixelIconSelectionItem</a>
|
|
<a href="Planet.html">Planet</a>
|
|
<a href="Player [Client].html">Player [Client]</a>
|
|
<a href="PlayerWindow.html">PlayerWindow</a>
|
|
<a href="RefractionFX.html">RefractionFX</a>
|
|
<a href="Sector [Client].html">Sector [Client]</a>
|
|
<a href="SelectionItem.html">SelectionItem</a>
|
|
<a href="ShipDatabaseEntry [Client].html">ShipDatabaseEntry [Client]</a>
|
|
<a href="SoundSource.html">SoundSource</a>
|
|
<a href="StrategyState.html">StrategyState</a>
|
|
<a href="TargetIndicator.html">TargetIndicator</a>
|
|
<a href="TooltipRenderer.html">TooltipRenderer</a>
|
|
<a href="TurretDesignSelectionItem.html">TurretDesignSelectionItem</a>
|
|
</div><div class="headerlisting">
|
|
<span class="docheader">Client UI Objects</span>
|
|
<br><a href="AllianceEmblem.html">AllianceEmblem</a>
|
|
<a href="AllianceTab.html">AllianceTab</a>
|
|
<a href="ArrowLine.html">ArrowLine</a>
|
|
<a href="Button [Client] [Client].html">Button [Client] [Client]</a>
|
|
<a href="Button [Client] [Client].html">Button [Client] [Client]</a>
|
|
<a href="CaptainIcon.html">CaptainIcon</a>
|
|
<a href="CaptainProfile.html">CaptainProfile</a>
|
|
<a href="CheckBox.html">CheckBox</a>
|
|
<a href="ComboBox.html">ComboBox</a>
|
|
<a href="ContextMenu.html">ContextMenu</a>
|
|
<a href="CraftPortrait.html">CraftPortrait</a>
|
|
<a href="CrewBar.html">CrewBar</a>
|
|
<a href="Frame.html">Frame</a>
|
|
<a href="Hud.html">Hud</a>
|
|
<a href="InventorySelection.html">InventorySelection</a>
|
|
<a href="Label.html">Label</a>
|
|
<a href="Line.html">Line</a>
|
|
<a href="ListBox.html">ListBox</a>
|
|
<a href="ListBoxEx.html">ListBoxEx</a>
|
|
<a href="MapArrowLine.html">MapArrowLine</a>
|
|
<a href="MapIcon.html">MapIcon</a>
|
|
<a href="MultiLineTextBox.html">MultiLineTextBox</a>
|
|
<a href="NumbersBar.html">NumbersBar</a>
|
|
<a href="Picture.html">Picture</a>
|
|
<a href="PlanDisplayer.html">PlanDisplayer</a>
|
|
<a href="ProgressBar.html">ProgressBar</a>
|
|
<a href="SavedDesignsSelection.html">SavedDesignsSelection</a>
|
|
<a href="ScrollFrame.html">ScrollFrame</a>
|
|
<a href="Selection.html">Selection</a>
|
|
<a href="ShipWindow.html">ShipWindow</a>
|
|
<a href="Slider.html">Slider</a>
|
|
<a href="StatisticsBar.html">StatisticsBar</a>
|
|
<a href="Tab.html">Tab</a>
|
|
<a href="TabbedWindow.html">TabbedWindow</a>
|
|
<a href="TextBox.html">TextBox</a>
|
|
<a href="TextField.html">TextField</a>
|
|
<a href="TooltipDisplayer.html">TooltipDisplayer</a>
|
|
<a href="Tree.html">Tree</a>
|
|
<a href="UIArbitraryHorizontalSplitter.html">UIArbitraryHorizontalSplitter</a>
|
|
<a href="UIArbitraryVerticalSplitter.html">UIArbitraryVerticalSplitter</a>
|
|
<a href="UIContainer.html">UIContainer</a>
|
|
<a href="UIElement.html">UIElement</a>
|
|
<a href="UIGridSplitter.html">UIGridSplitter</a>
|
|
<a href="UIHorizontalLister.html">UIHorizontalLister</a>
|
|
<a href="UIHorizontalMultiSplitter.html">UIHorizontalMultiSplitter</a>
|
|
<a href="UIHorizontalSplitter.html">UIHorizontalSplitter</a>
|
|
<a href="UIOrganizer.html">UIOrganizer</a>
|
|
<a href="UIRect.html">UIRect</a>
|
|
<a href="UIRenderer.html">UIRenderer</a>
|
|
<a href="UIVerticalLister.html">UIVerticalLister</a>
|
|
<a href="UIVerticalMultiSplitter.html">UIVerticalMultiSplitter</a>
|
|
<a href="UIVerticalSplitter.html">UIVerticalSplitter</a>
|
|
<a href="ValueComboBox.html">ValueComboBox</a>
|
|
<a href="Window.html">Window</a>
|
|
</div><div class="headerlisting">
|
|
<span class="docheader">Server Components</span>
|
|
<br><a href="EntityTransferrer.html">EntityTransferrer</a>
|
|
<a href="FighterController.html">FighterController</a>
|
|
<a href="Loot.html">Loot</a>
|
|
<a href="ReadOnlyEntityTransferrer.html">ReadOnlyEntityTransferrer</a>
|
|
<a href="ReadOnlyFighterController.html">ReadOnlyFighterController</a>
|
|
<a href="ReadOnlyLoot.html">ReadOnlyLoot</a>
|
|
<a href="ReadOnlyTurretController.html">ReadOnlyTurretController</a>
|
|
<a href="ReadOnlyWreckageCreator.html">ReadOnlyWreckageCreator</a>
|
|
<a href="TurretController.html">TurretController</a>
|
|
<a href="WreckageCreator.html">WreckageCreator</a>
|
|
</div><div class="headerlisting">
|
|
<span class="docheader">Server Objects</span>
|
|
<br><a href="Alliance [Server].html">Alliance [Server]</a>
|
|
<a href="Faction [Server].html">Faction [Server]</a>
|
|
<a href="Galaxy [Server].html">Galaxy [Server]</a>
|
|
<a href="Player [Server].html">Player [Server]</a>
|
|
<a href="ReadOnlySector.html">ReadOnlySector</a>
|
|
<a href="Sector [Server].html">Sector [Server]</a>
|
|
<a href="Server.html">Server</a>
|
|
<a href="ShipDatabaseEntry [Server].html">ShipDatabaseEntry [Server]</a>
|
|
</div><div class="lastheaderlisting">
|
|
<span class="docheader">Enums</span>
|
|
<br><a href="Enums.html#AIState">AIState</a>
|
|
<a href="Enums.html#AlliancePrivilege">AlliancePrivilege</a>
|
|
<a href="Enums.html#BeamShape">BeamShape</a>
|
|
<a href="Enums.html#BlockShading">BlockShading</a>
|
|
<a href="Enums.html#BlockStructure">BlockStructure</a>
|
|
<a href="Enums.html#BlockType">BlockType</a>
|
|
<a href="Enums.html#BlockType2">BlockType2</a>
|
|
<a href="Enums.html#BoxType">BoxType</a>
|
|
<a href="Enums.html#BuildError">BuildError</a>
|
|
<a href="Enums.html#CaptainGenderId">CaptainGenderId</a>
|
|
<a href="Enums.html#ChatChannel">ChatChannel</a>
|
|
<a href="Enums.html#ChatMessageType">ChatMessageType</a>
|
|
<a href="Enums.html#ComponentType">ComponentType</a>
|
|
<a href="Enums.html#ControlAction">ControlAction</a>
|
|
<a href="Enums.html#ControlActionBit">ControlActionBit</a>
|
|
<a href="Enums.html#ControlStyle">ControlStyle</a>
|
|
<a href="Enums.html#CoolingType">CoolingType</a>
|
|
<a href="Enums.html#CraftStatsOverviewStat">CraftStatsOverviewStat</a>
|
|
<a href="Enums.html#CrewProfessionType">CrewProfessionType</a>
|
|
<a href="Enums.html#CrewRank">CrewRank</a>
|
|
<a href="Enums.html#DamageSource">DamageSource</a>
|
|
<a href="Enums.html#DamageType">DamageType</a>
|
|
<a href="Enums.html#DeletionType">DeletionType</a>
|
|
<a href="Enums.html#Difficulty">Difficulty</a>
|
|
<a href="Enums.html#EntityArrivalType">EntityArrivalType</a>
|
|
<a href="Enums.html#EntityType">EntityType</a>
|
|
<a href="Enums.html#FighterOrders">FighterOrders</a>
|
|
<a href="Enums.html#FighterStartError">FighterStartError</a>
|
|
<a href="Enums.html#FighterType">FighterType</a>
|
|
<a href="Enums.html#FontType">FontType</a>
|
|
<a href="Enums.html#ImpactParticles">ImpactParticles</a>
|
|
<a href="Enums.html#InventoryItemType">InventoryItemType</a>
|
|
<a href="Enums.html#JumpError">JumpError</a>
|
|
<a href="Enums.html#KeyboardKey">KeyboardKey</a>
|
|
<a href="Enums.html#ListBoxEntryType">ListBoxEntryType</a>
|
|
<a href="Enums.html#MalusReason">MalusReason</a>
|
|
<a href="Enums.html#MaterialType">MaterialType</a>
|
|
<a href="Enums.html#MoonType">MoonType</a>
|
|
<a href="Enums.html#MouseButton">MouseButton</a>
|
|
<a href="Enums.html#PlanetType">PlanetType</a>
|
|
<a href="Enums.html#PlanTypeFilter">PlanTypeFilter</a>
|
|
<a href="Enums.html#PlayerStateType">PlayerStateType</a>
|
|
<a href="Enums.html#ProjectileShape">ProjectileShape</a>
|
|
<a href="Enums.html#RarityType">RarityType</a>
|
|
<a href="Enums.html#RelationStatus">RelationStatus</a>
|
|
<a href="Enums.html#SavedDesignType">SavedDesignType</a>
|
|
<a href="Enums.html#ScenarioType">ScenarioType</a>
|
|
<a href="Enums.html#SectorChangeType">SectorChangeType</a>
|
|
<a href="Enums.html#ShipAvailability">ShipAvailability</a>
|
|
<a href="Enums.html#SoundType">SoundType</a>
|
|
<a href="Enums.html#StatsBonuses">StatsBonuses</a>
|
|
<a href="Enums.html#TargetIndicatorVisuals">TargetIndicatorVisuals</a>
|
|
<a href="Enums.html#TransformationFeature">TransformationFeature</a>
|
|
<a href="Enums.html#TurretAutoFireMode">TurretAutoFireMode</a>
|
|
<a href="Enums.html#TurretSlotType">TurretSlotType</a>
|
|
<a href="Enums.html#WeaponAppearance">WeaponAppearance</a>
|
|
<a href="Enums.html#WeaponCategory">WeaponCategory</a>
|
|
</div></div>
|
|
<div class="disclaimer">
|
|
<p>This is the official documentation for the scripting API of Avorion. This documentation is automatically generated and <strong>not</strong> necessarily complete. Depending on the context in which functions exist, some documentation such as descriptions, return values or variable names or types may be missing.</p>
|
|
<p>Work in Progress. Documentation of Avorion Version: 2.5.8 a0d3f0b5b065</p>
|
|
</div>
|
|
<div class="footer">
|
|
<p align="center">Work in Progress.</p>
|
|
<p align="center">Copyright © 2025 Boxelware GmbH. All rights reserved.</p>
|
|
</div>
|
|
</div>
|
|
</body>
|
|
</html>
|