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.
  
'''$fof_addTargetAsDefenseTarget'''
+
==== <code>$fof_alterDockEscorts</code> ====
  Add the target as a defense target. Won't be needed when v1.78 comes out.
+
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.
  
'''$fof_alterDockEscorts'''
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Example:
  This alters the docking AI for escorts after a dockEscorts AI command has been issued.
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  <code>"AEGIS_IN_DOCKING_RANGE" = ("sendScriptMessage: $fof_alterDockEscorts", dockEscorts);</code>
  
'''$fof_checkTargetIsValid'''
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==== <code>$fof_checkTargetIsValid</code> ====
  Checks the current target to make sure it is still valid.
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Checks the current target of the calling ship to make sure it is still valid.
  
'''$fof_clearDefenseTargets'''
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Example:
   Clears all defense targets. Won't be needed when v1.78 comes out.
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   <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.
  
'''$fof_findNewDefenseTarget'''
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==== <code>$fof_performAttackTarget</code> ====
  Find a new defense target. Won't be needed when v1.78 comes out.
+
This does something similar to a mix between the deployEscorts and groupAttackTarget AI commands.
  
'''$fof_performAttackTarget'''
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Example:
  This does something similar to a mix between the deployEscorts and groupAttackTarget AI commands.
+
  <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>.
  
'''$fof_recallStoredTarget'''
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A small bounty will also be placed on the target if the calling ship has the role of station or police.
  Recall the stored target. Won't be needed when v1.78 comes out.
 
  
'''$fof_scanForAttackers'''
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==== <code>$fof_scanForAttackers</code> ====
  Check for any previous attackers that have run away.
+
Scan for current ships or players from the past that have attacked the calling ship. Also scan for potential attackers.
  
'''$fof_scanForCascadeWeapon'''
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Example:
   Scan for cascade weapons. Won't be needed when v1.78 comes out.
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   <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.
  
'''$fof_setJinkPosition'''
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==== <code>$fof_scanForCascadeWeapon</code> ====
  Set jink postion. Won't be needed when v1.78 comes out.
+
Scan for cascade weapons near the calling ship. This will allow older versions of Oolite to react to cascade weapons.
  
'''$fof_storeTarget'''
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Example:
   Store the current target. Won't be needed when v1.78 comes out.
+
   <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 04:22, 25 November 2012

This is a list of all script messages that can be used with the AI of a ship.

$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.