Difference between revisions of "Friend or Foe/AI sendScriptMessage functions"
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This is a list of all script messages that can be used with the AI of a ship. | This is a list of all script messages that can be used with the AI of a ship. | ||
− | + | ==== <code>$fof_alterDockEscorts</code> ==== | |
− | + | This alters the docking AI to the Friend or Foe OXP aware docking AI for escorts of the calling ship after a <code>dockEscorts</code> AI command has been issued. Send the message before <code>dockEscorts</code> is called. | |
− | + | Example: | |
− | + | <code>"AEGIS_IN_DOCKING_RANGE" = ("sendScriptMessage: $fof_alterDockEscorts", dockEscorts);</code> | |
− | + | ==== <code>$fof_checkTargetIsValid</code> ==== | |
− | + | Checks the current target of the calling ship to make sure it is still valid. | |
− | + | Example: | |
− | + | <code>UPDATE = ("pauseAI: 10.0", "sendScriptMessage: $fof_checkTargetIsValid");</code> | |
+ | <code>TARGET_LOST</code> is returned to the calling ship AI if the current target is lost or becomes invalid. | ||
− | + | ==== <code>$fof_performAttackTarget</code> ==== | |
− | + | This does something similar to a mix between the deployEscorts and groupAttackTarget AI commands. | |
− | + | Example: | |
− | + | <code>"MISSILE_INCOMING" = (setTargetToPrimaryAggressor, "sendScriptMessage: $fof_performAttackTarget");</code> | |
+ | <code>FOF_ATTACK_TARGET</code> is returned to the calling ship AI. A selection of ships in the same group as the calling ship will have their target set to the current target and their AI will also receive <code>FOF_ATTACK_TARGET</code>. | ||
− | + | A small bounty will also be placed on the target if the calling ship has the role of station or police. | |
− | |||
− | + | ==== <code>$fof_scanForAttackers</code> ==== | |
− | + | Scan for current ships or players from the past that have attacked the calling ship. Also scan for potential attackers. | |
− | + | Example: | |
− | + | <code>UPDATE = ("pauseAI: 10.0", "sendScriptMessage: $fof_scanForAttackers");</code> | |
+ | Reacts with an <code>ATTACKERS_FOUND</code> AI message if there are attackers near the calling ship. Otherwise <code>ATTACKERS_NOT_FOUND</code> is returned to the calling ship AI. | ||
− | + | ==== <code>$fof_scanForCascadeWeapon</code> ==== | |
− | + | Scan for cascade weapons near the calling ship. This will allow older versions of Oolite to react to cascade weapons. | |
− | + | Example: | |
− | + | <code>UPDATE = ("pauseAI: 10.0", "sendScriptMessage: $fof_scanForCascadeWeapon");</code> | |
+ | Reacts with a <code>CASCADE_WEAPON_FOUND</code> AI message rather than <code>CASCADE_WEAPON_DETECTED</code> which is used by Oolite v1.77 and newer. |
Revision as of 03:22, 25 November 2012
This is a list of all script messages that can be used with the AI of a ship.
Contents
$fof_alterDockEscorts
This alters the docking AI to the Friend or Foe OXP aware docking AI for escorts of the calling ship after a dockEscorts
AI command has been issued. Send the message before dockEscorts
is called.
Example:
"AEGIS_IN_DOCKING_RANGE" = ("sendScriptMessage: $fof_alterDockEscorts", dockEscorts);
$fof_checkTargetIsValid
Checks the current target of the calling ship to make sure it is still valid.
Example:
UPDATE = ("pauseAI: 10.0", "sendScriptMessage: $fof_checkTargetIsValid");
TARGET_LOST
is returned to the calling ship AI if the current target is lost or becomes invalid.
$fof_performAttackTarget
This does something similar to a mix between the deployEscorts and groupAttackTarget AI commands.
Example:
"MISSILE_INCOMING" = (setTargetToPrimaryAggressor, "sendScriptMessage: $fof_performAttackTarget");
FOF_ATTACK_TARGET
is returned to the calling ship AI. A selection of ships in the same group as the calling ship will have their target set to the current target and their AI will also receive FOF_ATTACK_TARGET
.
A small bounty will also be placed on the target if the calling ship has the role of station or police.
$fof_scanForAttackers
Scan for current ships or players from the past that have attacked the calling ship. Also scan for potential attackers.
Example:
UPDATE = ("pauseAI: 10.0", "sendScriptMessage: $fof_scanForAttackers");
Reacts with an ATTACKERS_FOUND
AI message if there are attackers near the calling ship. Otherwise ATTACKERS_NOT_FOUND
is returned to the calling ship AI.
$fof_scanForCascadeWeapon
Scan for cascade weapons near the calling ship. This will allow older versions of Oolite to react to cascade weapons.
Example:
UPDATE = ("pauseAI: 10.0", "sendScriptMessage: $fof_scanForCascadeWeapon");
Reacts with a CASCADE_WEAPON_FOUND
AI message rather than CASCADE_WEAPON_DETECTED
which is used by Oolite v1.77 and newer.