Methods
Methods
Methods are the actions that are performed when conditions (defined in a script) are met, or when a particular set of actions (like death_actions or script_actions) are called for, or when an AI calls for a script action to be performed.
All methods are stored in plists as strings (in XML this means between a <string> tag and a </string> closing tag). If they take any parameters then these follow a colon and a space (: ) after the 'command' part of the method.
For example: if the ship containing this death_actions entry is destroyed - the player gets a message and the sun goes Nova two seconds later!
<key>death_actions</key> <array> <string>commsMessage: Oh dear [commander_name]!</string> <string>setSunNovaIn: 2.0</string> </array>
Contents
script methods GUI
addMissionText: missiontext.plist<key> // adds text to the mission screen from an entry in missiontext.plist // with the given key set: mission_variable <value> // sets the mission_variable to the value given setGuiToMissionScreen // opens the mission screen setMissionDescription: missiontext.plist <key> // sets the short description given on the player's manifest screen clearMissionDescription // clears the short description showShipModel: <role> // shows a rotating model of a ship with the role given // role refers to a value in one of shipdata.plist's entries' // roles key value pair setMissionMusic: <filename> // plays the music file given // if it exists within any OXP's Music folder setMissionImage: <filename> // displays the picture file given // if it exists within any OXP's Images folder
script methods system
checkForShips: shiptype addSystemShips: shiptype # 0.66 (?) addShips: shiptype # addShipsAtPrecisely: shiptype 1 pwu 0 0 0.88 (?) setSunNovaIn: # setPlanetinfo: (see planetinfo.plist)
script methods mission state
set: mission_variable <value> // the value could be a particular string or numeric value increment: mission_variable // increases the mission variable's value by 1.0 decrement: mission_variable // decreases the mission variable's value by 1.0 setMissionChoices: <missiontext.plist key> // sets the array of choices presented at the bottom of the mission page to those described in the // entry in missiontext.plist that corresponds to the key given resetMissionChoice // makes missionChoice undefined
player state methods
awardShipKills: # awardEquipment: EQ_SOME_PIECE_OF_KIT awardCredits: # setLegalStatus: # testForEquipment: EQ_COOL_TOY setFuelLeak: # useSpecialCargo: A load full of '['thargoid_curses']' launchFromStation commsMessage: Happy Newyear! removeAllCargo awardCargo: # Commodity
other methods
So far I have summed up the methods used in script.plists, next are the other sources. spawn: <role> # Spawns # entities of the type 'role', randomly clustered around the calling entity. clock_number now returns the game-time in seconds as a float rather than an integer. clock_secs_number returns the game-time in seconds as an integer. fuel_level_number returns the fuel level in LY as a float dockedStationName_string returns the displayed name of the station, or 'NONE' if the player isn't docked systeminfodata_number
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