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<RetVar/IF> <RefObj> -> get object class
<RetVar/IF> <RefObj> -> is of class <Var/Class>
<RetVar> = <RefObj> -> get true owner
<RetVar/IF> <RefObj> -> get owner race
<RefObj> -> set owner race to <Var/Race>
<RetVar/IF> <RefObj> -> get environment
<RetVar/IF> <RefObj> -> get sector
<RetVar/IF> <RefObj> -> get homebase
<RefObj> -> set homebase to <Var/Ship/Station>
<RetVar/IF> <RefObj> -> get homesector
<RefObj> -> set homesector to <Var/Sector>
<RetVar/IF> <RefObj> -> exists
<RetVar/IF> <RefObj> -> get ware type code of object
<RetVar/IF> <RefObj> -> is of type <Var/Ship Type/Station Type>
<RetVar> = <RefObj> -> get ID code
<RetVar/IF> <RefObj> -> get serial name of station
<RefObj> -> set serial name of station to <Var/Stations Serial>
<RetVar> = <RefObj> -> get name
<RefObj> -> set name to <Var/String>
<RetVar/IF> <RefObj> -> is known
<RefObj> -> set known status to <Var/Number>
<RetVar/IF> <RefObj> -> get current laser strength
<RetVar/IF> <RefObj> -> get maximum laser strength
<RetVar/IF> <RefObj> -> get max laser strength in turret <Var/Number>
<RetVar/IF> <RefObj> -> get max. shield type that can be installed
<RetVar/IF> <RefObj> -> get number of shield bays
<RetVar/IF> <RefObj> -> get number of laser bays
<RetVar/IF> <RefObj> -> get most destructive missile type that can be installed
<RetVar/IF> <RefObj> -> get relation to object <Var/Ship/Station>
<RefObj> -> set relation against <Value> to <Relation>
<RefObj> -> set relations from notoriety: include player as target and race > teladi as owner=<Var/Number>
<RetVar/IF> <RefObj> -> get relation to race <Var/Race>
<RetVar/IF> <RefObj> -> get notoriety to race <Var/Race>
<RetVar/IF> <RefObj> -> is <Var/Ship/Station> a enemy
<RetVar/IF> <RefObj> -> is <Var/Ship/Station> a friend
<RetVar/IF> <RefObj> -> is <Var/Ship/Station> neutral to me
<RetVar/IF> get notoriety from race <Var/Race> to race <Var/Race>
set notoriety of <Var/Race> -> <Var/Race> to <Var/Number> points
<RetVar/IF> <RefObj> -> get shield type in bay <Var/Number>
<RetVar/IF> <RefObj> -> has same environment as <Var/Ship/Station>
<RetVar/IF> <RefObj> -> is in same sector as <Var/Ship/Station>
<RetVar/IF> <RefObj> -> is landed
<RetVar/IF> <RefObj> -> is docked
<RetVar/IF> <RefObj> -> is docking possible of <Value>
<RetVar/IF> <RefObj> -> is docking allowed at <Var/Ship/Station>
<RetVar/IF> <RefObj> -> is in a sector
<RetVar/IF> <RefObj> -> get attacker
<RefObj> -> set attacker to <Var/Ship/Station>
<RetVar> = get distance between <Var/Ship/Station> and <Var/Ship/Station>
<RetVar> = <RefObj> -> get distance to: x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = <RefObj> -> get distance to: position array=<Var/Array>
<RetVar> = get distance: position array1=<Var/Array> array2=<Var/Array>
<RetVar> = <RefObj> -> get x position
<RetVar> = <RefObj> -> get y position
<RetVar> = <RefObj> -> get z position
<RetVar> = <RefObj> -> get position as array
<RetVar> = get player ship
<RetVar/IF> <RefObj> -> is disabled
<RefObj> -> station trade and production tasks: on=<Var/Number>
<RetVar/IF> <RefObj> -> is in active sector
<RefObj> -> destruct: show no explosion=<Var/Number>
<RefObj> -> destroy object: killer=<Value>, show no explosion=<Var/Number>
<RefObj> -> set position: x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RefObj> -> force position: x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RefObj> -> set rotation: alpha=<Var/Number> beta=<Var/Number> gamma=<Var/Number>
<RetVar> = <RefObj> -> get rot alpha
<RetVar> = <RefObj> -> get rot beta
<RetVar> = <RefObj> -> get rot gamma
<RetVar> = <RefObj> -> get size of object
<RetVar/IF> <RefObj> -> get max upgrades for upgrade <Var/Ware>
<RetVar/IF> <RefObj> -> get max speed
<RetVar> = <RefObj> -> get current max speed
<RetVar> = <RefObj> -> get current speed
<RefObj> -> set ship speed to <Var/Number>
<RetVar/IF> <RefObj> -> get max hull
<RetVar/IF> <RefObj> -> get hull
<RefObj> -> set hull to <Var/Number>
<RetVar/IF> <RefObj> -> get hull percent
<RetVar/IF> <RefObj> -> get maximum shield strength
<RetVar/IF> <RefObj> -> get current shield strength
<RefObj> -> set current shield strength to <Var/Number>
<RetVar/IF> <RefObj> -> get shield percent
<RetVar/IF> <RefObj> -> get shield and hull percent
<RetVar/IF> <RefObj> -> get max upgraded speed
<RetVar/IF> <RefObj> -> get dock bay size
<RetVar/IF> <RefObj> -> get number of landed ships
<Var/Race> add notoriety: race=<Var/Race> value=<Var/Number>
<RefObj> -> set ship disabled to <Var/Number>
<RefObj> -> put into environment <RefObj>
<RefObj> -> station send defend squad against ship <Var/Ship/Station>
<RetVar> = get Kha'ak aggression level
set Kha'ak aggression level to <Var/Number>
<RetVar> = <RefObj> -> is detectable
<RetVar> = <RefObj> -> is hired
<RetVar> = get player name
<RefObj> -> disable ship rebuild
<RetVar> = order ship in next shipyard: owner=<Var/Race> sector=<Var/Sector> class=<Var/Class> optional: default shiptype for race: <Var/Race>
<RetVar/IF> <RefObj> -> is hidden
<RetVar/IF> <RefObj> -> is target visible <Var/Ship/Station>
<RetVar> = <RefObj> -> get asteroid yield
<RetVar/IF> <RefObj> -> is asteroid scanned
<RefObj> -> set asteroid scanned to <Var/Number>
<RetVar> = <RefObj> -> get resource waretype of asteroid
<RetVar/IF> <RefObj> -> has collectible rocks
<RetVar> = <RefObj> -> get flying ware count
<RefObj> -> ignore collisions: <Var/Number>
<RetVar/IF> player HQ has blueprints for: type=<Var/Ship Type>
add blueprints to player HQ: type=<Var/Ship Type>
remove blueprints from player HQ: type=<Var/Ship Type>
<RetVar/IF> move player to ship <Var/Ship>: Teleport=<Var/Number>
<RetVar> = get maker race: shiptype=<Value>
<RetVar/IF> <RefObj> -> get maker race
<RefObj> -> jump out of existence
<RetVar/IF> <RefObj> -> get flight wing
<RetVar/IF> <RefObj> -> is civilian ship
<RetVar/IF> <RefObj> -> get number of decks on ship
<RetVar/IF> <RefObj> -> get ship boarding defence level
<RetVar/IF> <RefObj> -> get hacking security level
<RetVar/IF> <RefObj> -> realign gate: gatenum=<Value> gate to link=<Var/Warpgate> force=<Var/Boolean>
<RefObj> -> change destination gate to <Var/Warpgate>
<RetVar> = <RefObj> -> get ship variation
<RetVar> = get ship variation: subtype=<Var/Number>
<RetVar/IF> <RefObj> -> is missile boat
<RetVar/IF> <RefObj> -> is military outpost
<RetVar/IF> <RefObj> -> get debris count
<RetVar/IF> <RefObj> -> is invincible
<RetVar/IF> <RefObj> -> find nearest military outpost
<RetVar/IF> <RefObj> -> get boarding shield threshold
<RetVar> = get power generator of ship/station type <Var/Ware>
<RetVar> = <RefObj> -> get power generator
<RetVar/IF> <RefObj> -> fits laser <Var/Ware> into turret <Var/Number>
<RetVar/IF> <RefObj> -> get max. number of lasers in turret <Var/Number>
<RetVar> = <RefObj> -> get laser type in turret <Var/Number> at slot <Var/Number>
<RetVar/IF> <RefObj> -> get laser type in bay <Var/Number>
<RetVar> = <RefObj> -> get number of turrets
<RetVar/IF> <RefObj> -> turret <Var/Number> can use laser <Var/Ware>
<RetVar> = get range of laser <Var/Ware>
<RetVar> = get shield damage of laser <Var/Ware>
<RetVar> = get hull damage of laser <Var/Ware>
<RetVar/IF> get ammunition of laser <Var/Ware>
<RetVar> = get bullet speed of laser <Var/Ware>
<RetVar/IF> <RefObj> -> can missile <Var/Ware> be installed
<RetVar> = get range of missile type <Var/Ware>
<Var/Ware> = get missile max damage of <Var/Ware>
<RetVar> = get default launch time difference for missile type: <Var/Ware>
<RetVar> = get missile flags of <Var/Ware>
<RefObj> -> set laser energy to <Var/Number>
<RetVar> = <RefObj> -> get compatible laser array: turret=<Var/Number>
<RetVar/IF> <RefObj> -> can turret <Var/Number> fire missiles
<RetVar/IF> <RefObj> -> get compatible missile array
<RetVar/IF> <RefObj> -> get maximum laser range: turret=<Var/Number>
<RetVar/IF> <RefObj> -> get minimum laser range: turret=<Var/Number>
<RetVar/IF> <RefObj> -> get compatible missile array from cargobay
<RetVar> = <RefObj> -> get pilot name
<RefObj> -> set pilot name to <Var/String>
<RetVar> = get random name: race=<Var/Race>
<RetVar> = get fight rank
<RetVar> = get trade rank
<RefObj> -> set pilot speaker: voice=<Value>, face=<Value>, Pirate subrace=<Value>, Argon female=<Var/Number>
<RetVar> = <RefObj> -> get pilot fightskill
<RefObj> -> set pilot fightskill to <Var/Number>
<RetVar> = <RefObj> -> get pilot tradeskill
<RefObj> -> set pilot tradeskill to <Var/Number>
<RetVar> = <RefObj> -> get pilot morale
<RefObj> -> set pilot morale: <Var/Number>
<RetVar> = <RefObj> -> get pilot aggression
<RefObj> -> set pilot aggression: <Var/Number>
<RetVar/IF> <RefObj> -> pilot eject from ship
<RetVar/IF> <RefObj> -> move pilot to ship <Var/Ship>: disable=<Var/Boolean>
<RetVar> = get trade rank title: text=<Var/Boolean>
<RetVar> = get fight rank title: text=<Var/Boolean>
<RetVar> = get trade rank percentage
<RetVar> = get fight rank percentage
<RetVar> = <RefObj> -> get notoriety title to race <Var/Race>: text=<Var/Boolean>
<RetVar> = <RefObj> -> get notoriety percentage to race <Var/Race>
<RetVar/IF> get mission rank: name=<Var/String>
set mission rank: name=<Var/String> rank=<Var/Number>
<RetVar> = create ship: type=<Var/Ship Type> owner=<Var/Race> addto=<Value> x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = create station: type=<Var/Station Type> owner=<Var/Race> addto=<Value> x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = create gate: type=<Var/Number> addto=<Var/Sector> gateid=<Var/Number> dstsecx=<Var/Number> dstsecy=<Var/Number> dstgateid=<Var/Number> x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = create asteroid: type=<Var/Number> addto=<Var/Sector> resource=<Var/Number> yield=<Var/Number> x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = create debris: type=<Var/Number> addto=<Var/Sector> resource=<Var/Number> yield=<Var/Number> x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = create nebula: type=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = create sun: subtype=<Var/Number> r=<Var/Number> g=<Var/Number> b=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = create planet: subtype=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = create special: type=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = create flying ware: maintype=<Var/Number> subtype=<Var/Number> count=<Var/Number> sector=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number> selfdestruct=<Var/Number>
Команды ScE Автор: Макс aka MalstrimeДобавил(а): Макс aka MalstrimeСоздано: 15.09.2011Изменено: 15.09.2011Количество изменений: 1Просмотров: 3194 Оценка: 5 Голосов: 2 Ссылка на эту страницу:<a href="https://x3tc.net/obschie-komandy-dlya-obektov_127.html">Общие команды для объектов</a> BBCode:[url=https://x3tc.net/obschie-komandy-dlya-obektov_127.html]Общие команды для объектов[/url] Список игр
Автор: Макс aka MalstrimeДобавил(а): Макс aka MalstrimeСоздано: 15.09.2011Изменено: 15.09.2011Количество изменений: 1Просмотров: 3194 Оценка: 5 Голосов: 2 Ссылка на эту страницу:<a href="https://x3tc.net/obschie-komandy-dlya-obektov_127.html">Общие команды для объектов</a> BBCode:[url=https://x3tc.net/obschie-komandy-dlya-obektov_127.html]Общие команды для объектов[/url]