Mission source reference

This page lists everything mission source holds: its declarations and their fields, the functions and values of its script, the game's commands and conditions, and the names of the game's values. Mission source explains the syntax, and editors complete and describe the same names from mission.d.luau. sltool dte reference writes this page from the game's tables.

Declarations

The file's top level holds declarations: name = constructor(...) declares a record under name, on(...) a trigger, and mission(...) gives the mission's own details.

mission

mission(fields: MissionFields): ()

Gives the mission's own details.

global

global(name: string, value: number): number

Declares a global: its display name and the value it starts with.

flight_group

flight_group(name: string, fields: FlightGroupFields?): FlightGroup

Declares a flight group, by its display name.

ship

ship(name: string, fields: ShipFields): MissionShip

Places a ship, a capital ship or a station, by its display name.

nav_point(name: string, fields: MarkerFields?): MissionShip

Places a nav point, by its display name.

waypoint

waypoint(name: string, fields: MarkerFields?): MissionShip

Places a waypoint, by its display name.

point

point(name: string, fields: PointFields?): MissionShip

Places a point, by its display name, such as one a camera curve runs to.

curve_point

curve_point(name: string, fields: MarkerFields?): MissionShip

Places a curve point, by its display name.

squad

squad(name: string, members: { Entity }): Squad

Declares a squad: its display name and its members in their order, ships, ships' components, flight groups and other squads.

formation

formation(name: string, points: { Vector }): Formation

Declares a formation: its display name and its points, each where it stands from the formation's origin. A ship names a point as sabres[1] for the first.

curve

curve(fields: CurveFields): Curve

Declares a curve, which has no display name.

part

part<A...>(name: string, code: ((A...) -> number)?, fields: PartFields?): (A...) -> number

Declares a part: its display name and its code, a function whose parameters are the part's arguments. A part without a function has no block.

handler

handler<A...>(code: (A...) -> number): (A...) -> number

Declares code that more than one trigger runs.

on

on(subject: Entity?, condition: Condition, fields: (TriggerFields | Code)?, code: Code?): ()

Declares a trigger: its subject, the ship, flight group or squad whose events it watches, or nil for none; its condition; its fields, which can be left out; and the code its events run, whose parameters are the values the condition's events carry.

Tables of fields

A declaration's fields go in a table, { name = value }. A field whose type ends in ? can be left out.

MissionFields

Field Type What it is
name string? OpenReliant's name for the mission, which the game doesn't read.

FlightGroupFields

Field Type What it is
wing Wing? The wing the group's ships are listed in: "player", "second", "third" or "none", the default.
formation Formation? The formation the group flies in.

ShipFields

Field Type What it is
type ShipType The ship's type.
group FlightGroup? Its flight group.
pilot PilotNumber? Its pilot, by its record of pilotstats.bin.
position Vector? Where it is, { x, y, z }, in the game's coordinates, Y down; { 0, 0, 0 } by default.
yaw number? Its yaw, in whole degrees; -1 where the mission leaves the angle unset. 0 by default.
pitch number? Its pitch, in whole degrees; -1 where the mission leaves the angle unset. 0 by default.
roll number? Its roll, in whole degrees; -1 where the mission leaves the angle unset. 0 by default.
launch Launch? Where it launches from: { from = "reliant", gate = 2 }. By default it doesn't launch.
formation_point FormationPoint? Its place in a formation: sabres[2] is the second point of the formation sabres.
tier number? The loadout tier its missile racks are fitted by; 255, the default, asks for the campaign's.

MarkerFields

Field Type What it is
group FlightGroup? Its flight group.
pilot PilotNumber? Its pilot, by its record of pilotstats.bin.
position Vector? Where it is, { x, y, z }, in the game's coordinates, Y down; { 0, 0, 0 } by default.
yaw number? Its yaw, in whole degrees; -1 where the mission leaves the angle unset. 0 by default.
pitch number? Its pitch, in whole degrees; -1 where the mission leaves the angle unset. 0 by default.
roll number? Its roll, in whole degrees; -1 where the mission leaves the angle unset. 0 by default.
launch Launch? Where it launches from: { from = "reliant", gate = 2 }. By default it doesn't launch.
formation_point FormationPoint? Its place in a formation: sabres[2] is the second point of the formation sabres.
tier number? The loadout tier its missile racks are fitted by; 255, the default, asks for the campaign's.

PointFields

Field Type What it is
group FlightGroup? Its flight group.
pilot PilotNumber? Its pilot, by its record of pilotstats.bin.
position Vector? Where it is, { x, y, z }, in the game's coordinates, Y down; { 0, 0, 0 } by default.
yaw number? Its yaw, in whole degrees; -1 where the mission leaves the angle unset. 0 by default.
pitch number? Its pitch, in whole degrees; -1 where the mission leaves the angle unset. 0 by default.
roll number? Its roll, in whole degrees; -1 where the mission leaves the angle unset. 0 by default.
launch Launch? Where it launches from: { from = "reliant", gate = 2 }. By default it doesn't launch.
formation_point FormationPoint? Its place in a formation: sabres[2] is the second point of the formation sabres.
tier number? The loadout tier its missile racks are fitted by; 255, the default, asks for the campaign's.
marker Marker? For a point that marks a place on a curve: { curve = camera_curve, at = 0.5 }.

Launch

Field Type What it is
from ShipType The type of ship it launches from, the first of that type in the mission.
gate number The gate it launches through.

Marker

Field Type What it is
curve Curve The curve it marks a place on.
at number? The share of the way along the curve.

CurveFields

Field Type What it is
start MissionShip? The ship the curve starts at; none by default.
finish MissionShip? The ship the curve ends at; none by default.
from Vector? Where the curve starts.
to Vector? Where the curve ends.
leaving_handle MissionShip? The ship the curve's leaving tangent is drawn to.
arriving_handle MissionShip? The ship the curve's arriving tangent is drawn to.
leaving Vector? The curve's leaving tangent.
arriving Vector? The curve's arriving tangent.

PartFields

Field Type What it is
start boolean? true runs the part as the mission starts, before any trigger is armed.

TriggerFields

Field Type What it is
repeats Repeats? "once", the default, which disarms the trigger as it fires; "always"; or { counted = 3 }, which fires that many times each time the script arms it.
component number? The subject's component it watches, by its index; by default the subject itself.
deferred boolean? true leaves the trigger's thread to the scheduler rather than running it inside the event.
A value's name (Entity \| number)? or number? For each value of the condition's events that a trigger can check, what it must be for the trigger to fire (Conditions).

Counted

Field Type What it is
counted number How many times the trigger fires each time the script arms it.
left number? How many firings are left as the mission starts; by default as many as it counts.

The script's functions and values

The code of parts and triggers uses these besides the commands, its parameters, the file's names and Luau's operators.

component

component<T>(object: T, index: number): T

A ship's component, by its index.

any_ship

any_ship: MissionShip

Any of the players' ships, as a value a trigger checks.

command

command(number: number, ...: any): ()

Runs a command the catalogue doesn't have, by its number.

spawn

spawn<A...>(part: (A...) -> number, ...: A...): ()

Starts a part on a thread of its own, with its arguments after the part.

random

random(): number

Rolls a random choice: local roll = random(), then an if over the arms' thresholds, if roll < 50 then, with the default as else.

result

result(): number

The result of the last command.

game

game: GameVariables

The game's variables, by their names, or by their numbers, as in game[37], for those without.

thread_value

thread_value(place: number): any

A value of the event that started the thread, by its place, in a part.

last_event

last_event(object: Entity, condition: Condition, value: EventValue): any

A value an object keeps of its last event of a condition, by its label in the condition catalogue: last_event(ship, "shot_at", "Hull Damage").

in_flight_group

in_flight_group(object: Entity, group: FlightGroup): boolean

Whether a ship is in a flight group.

not_in_flight_group

not_in_flight_group(object: Entity, group: FlightGroup): boolean

Whether a ship isn't in a flight group.

in_squad

in_squad(object: Entity, squad: Squad): boolean

Whether an object is in a squad.

not_in_squad

not_in_squad(object: Entity, squad: Squad): boolean

Whether an object isn't in a squad.

greater_f

greater_f(a: number, b: number): boolean

a > b, comparing floating-point numbers.

greater_equal_f

greater_equal_f(a: number, b: number): boolean

a >= b, comparing floating-point numbers.

less_f

less_f(a: number, b: number): boolean

a < b, comparing floating-point numbers.

less_equal_f

less_equal_f(a: number, b: number): boolean

a <= b, comparing floating-point numbers.

add_f

add_f(a: number, b: number): number

a + b, in floating point.

sub_f

sub_f(a: number, b: number): number

a - b, in floating point.

mul_f

mul_f(a: number, b: number): number

a * b, in floating point.

div_f

div_f(a: number, b: number): number

a / b, in floating point.

add_assign_f

add_assign_f(target: number, value: number): ()

target += value, in floating point.

sub_assign_f

sub_assign_f(target: number, value: number): ()

target -= value, in floating point.

mul_assign_f

mul_assign_f(target: number, value: number): ()

target *= value, in floating point.

div_assign_f

div_assign_f(target: number, value: number): ()

target /= value, in floating point.

References past the records

A reference to a record that the mission doesn't have, such as a curve's ship in some of the leftover missions, is written by its index.

ship_index

ship_index(index: number): MissionShip

A ship past the mission's records, by its index.

flight_group_index

flight_group_index(index: number): FlightGroup

A flight group past the mission's records, by its index.

squad_index

squad_index(index: number): Squad

A squad past the mission's records, by its index.

curve_index

curve_index(index: number): Curve

A curve past the mission's records, by its index.

global_index

global_index(index: number): number

A global past the mission's records, by its index.

part_index

part_index(index: number): Part

A part past the mission's records, by its index.

object_index

object_index(id: number): Entity

An object by its number in the built mission. A number past its records gets an entry of no record in the object table.

formation_index

formation_index(index: number): Formation

A formation past the mission's records, by its index.

formation_point_index

formation_point_index(index: number): FormationPoint

A formation point by its index among all the mission's points.

Types

The types the declarations, the functions and the commands take and give, besides the tables of fields and the names of values.

Type Is What it is
MissionShip A type of its own A ship, a capital ship, a station or a marker, such as a nav point.
FlightGroup A type of its own A flight group.
Squad A type of its own A squad.
Curve A type of its own A camera or flight curve.
FormationPoint A type of its own A point of a formation.
Formation A type of its own, [number]: FormationPoint A formation, whose points a ship names as sabres[1] for the first.
Entity MissionShip \| FlightGroup \| Squad A ship, a flight group or a squad: what a trigger watches, and what most commands act on.
Vector { number } A place or a direction: { x, y, z }.
Code (...any) -> number The code a trigger runs: a function whose parameters are the values its condition's events carry.
Part (...any) -> number A part, which runs as go_home(), and which commands such as CreateTimer take.
Repeats "once" \| "always" \| Counted \| number How a trigger repeats.

Commands

The game's commands, from its catalogue. Their names, their parameters' labels and their descriptions are the developers' own, and the parameters' names are made from the labels. A command the catalogue doesn't have runs as command(number, ...).

PrintShipName

Test Function. Command 0 of the catalogue.

Parameter Type Label
test_param_1 MissionShip \| FlightGroup \| string Test Param 1
test_param_2 number Test Param 2

CreateTimer

Creates a timer to invoke a function. Command 1 of the catalogue.

Parameter Type Label
unique_id_to_identify_timer number Unique ID to identify timer
function_to_execute_when_timer_activates Part Function to execute when timer activates
number_of_seconds_before_timer_activates number Number of seconds before timer activates
number_of_activations number Number of activations (0 == continuous)

DestroyTimer

Destroys all timers associated with a function. Command 2 of the catalogue.

Parameter Type Label
unique_id_of_timer_to_be_destroyed number Unique ID of timer to be destroyed

CreateFlightGroup

Initializes a flight group. Command 3 of the catalogue.

Parameter Type Label
flight_group_name_to_initialize FlightGroup Flight Group name to initialize

DestroyFlightGroup

Destroys a flight group. Command 4 of the catalogue.

Parameter Type Label
flight_group_name_to_destroy FlightGroup Flight Group name to destroy

Wait

Stop Executing for N Seconds. Command 5 of the catalogue.

Parameter Type Label
number_of_seconds_to_wait number Number of Seconds to wait

PlaySpeech

Play a speech file. Command 6 of the catalogue.

Parameter Type Label
name_of_speech_file string Name of speech file

WaitForSpeech

Pause script until speech is complete. Command 7 of the catalogue.

Takes nothing.

PlayCommsMovie

Play a movie in the comms window. Command 8 of the catalogue.

Parameter Type Label
name_of_movie_file string Name of movie file
name_of_speech_file string Name of speech file
gtext_thingy_hangover_err number GText thingy hangover err....

WaitForMovie

Pause script until comms movie is complete. Command 9 of the catalogue.

Takes nothing.

PrintDebugMessage

Prints a debugging message on screen. Command 10 of the catalogue.

Parameter Type Label
text_to_print string Text to print

SetAI

Sets a Ship or Flight Group's AI pattern. Command 11 of the catalogue.

Parameter Type Label
entity_to_be_controlled Entity Entity to be controlled
ai_mode Order AI Mode
initialize_immediately number Initialize Immediately (T/F)
entity_to_target Entity? Entity to target (can be NULL)

ClearAI

Resets all AI intructions for an entity. Command 12 of the catalogue.

Parameter Type Label
entity_to_be_cleared Entity Entity to be cleared

SetPatrolRoute

Sends a Ship to follow a patrol route. Command 13 of the catalogue.

Parameter Type Label
entity_to_send_to_patrol_route MissionShip \| FlightGroup Entity to send to patrol route
patrol_route_to_follow FlightGroup Patrol route to follow

SetPilot

Assigns a pilot to fly a ship. Command 14 of the catalogue.

Parameter Type Label
ship_to_host_pilot MissionShip Ship to host pilot
pilot_to_fly_ship PilotNumber Pilot to fly ship

SetTriggerState

Enables or disables the state of a trigger. Command 15 of the catalogue.

Parameter Type Label
entity_owning_trigger Entity Entity owning trigger
trigger_type_to_enable_disable Condition Trigger type to enable/disable
true_for_enable number TRUE for enable; FALSE for disable

StartDirectorCam

Sets the camera to start following a predefined path. Command 16 of the catalogue.

Parameter Type Label
curve_for_camera_to_follow MissionShip \| Curve Curve for camera to follow (or Ship for static cam)
ship_for_camera_to_track MissionShip? Ship for camera to track (can be NULL)
duration_of_camera number Duration of camera (seconds)
tracks_curve_to_this_ship_s_speed MissionShip? Tracks curve to this ship's speed (can be NULL)
ships_to_disable_for_duration Entity? Ships to disable for duration

StartShipAnimation

Starts a specific animation for a ship. Command 17 of the catalogue.

Parameter Type Label
ship_to_animate MissionShip Ship to animate
animation_name string Animation Name

ShipFollowCurve

Sets an ship/flight group to follow a predefined path. Command 18 of the catalogue.

Parameter Type Label
entity_to_follow_curve MissionShip \| FlightGroup Entity to follow curve
the_curve_for_the_entity_to_follow Curve The curve for the entity to follow
duration_of_movement number Duration of movement (seconds)

SetupLaunch

Sets up a ship ready to launch. Command 19 of the catalogue.

Parameter Type Label
entity_to_be_launched Entity Entity to be launched
ship_to_launch_from Entity Ship to launch from
launch_position number Launch position

StartLaunch

Launches a ship. Command 20 of the catalogue.

Parameter Type Label
entity_to_be_launched Entity Entity to be launched

DisplaySubTitle

Prints a subtitle so we can understand those foreign bods. Command 21 of the catalogue.

Parameter Type Label
gtext_pilot_define number GText pilot define

ResetCodePriority

Clears/removes any priortiy order of the entity. Command 22 of the catalogue.

Parameter Type Label
entity_to_have_priorities_reset Entity Entity to have priorities reset

InterruptTriggerCode

Stops script execution, will resume when trigger re-enabled. Command 23 of the catalogue.

Takes nothing.

CommsFromShip

Play a movie in the comms window. Command 24 of the catalogue.

Parameter Type Label
ship_sending_comm MissionShip Ship sending comm
head_movement FaceFilm Head movement
name_of_speech_file string Name of speech file

CommsFromPilot

Play a movie in the comms window. Command 25 of the catalogue.

Parameter Type Label
ship_sending_comm PilotNumber Ship sending comm
head_movement FaceFilm Head movement
name_of_speech_file string Name of speech file

SetInvulnerability

Makes or stops a ship being invulnerable. Command 26 of the catalogue.

Parameter Type Label
ship_concerned Entity Ship concerned
invulnerability number Invulnerability (0 - non, 1 - player can hit, 2 - fully invulnerable, 3 - Eject before exploding)

MovingShipFollowCurve

Sets an ship/flight group to follow a predefined path. Command 27 of the catalogue.

Parameter Type Label
entity_to_follow_curve MissionShip \| FlightGroup Entity to follow curve
the_curve_for_the_entity_to_follow Curve The curve for the entity to follow
duration_of_movement number Duration of movement (seconds)
entity_for_curve_to_use_as_its_start_offset MissionShip Entity for curve to use as its start offset

DisableObject

Stops entities from being processed. Command 28 of the catalogue.

Parameter Type Label
entity_concerned Entity Entity concerned
true_false number True/False

PositionRelative

Positions an entity relative to a ship/point's movement. Command 29 of the catalogue.

Parameter Type Label
entity_to_position Entity Entity to position
ship_point_to_use_as_relative_marker MissionShip Ship/Point to use as relative marker

WhenPlayerLastJumped

Returns the number of seconds ago when the player jumped. Command 30 of the catalogue.

Takes nothing.

StartMissileCam

Starts director cam for a missile. Command 31 of the catalogue.

Parameter Type Label
ship_that_fired_missile MissionShip Ship that fired missile

StartChaseCam

Starts chase cam. Command 32 of the catalogue.

Parameter Type Label
ship_to_follow MissionShip? Ship to follow

SetPlayerTarget

Sets player's target. Command 33 of the catalogue.

Parameter Type Label
player_ship MissionShip Player Ship
ship_to_target MissionShip Ship to target

SetTargetable

Sets an entity to be targetable or not. Command 34 of the catalogue.

Parameter Type Label
entity Entity Entity
true_object_targetable number true - object targetable, false - not targetable

PlayMusic

Play a Music Track. Command 35 of the catalogue.

Parameter Type Label
name_of_music_file string Name of music file
true_play_immediately number True - Play Immediately, false - Fade old tune first

StopDirectorCam

Stops the Current Director Camera. Command 36 of the catalogue.

Takes nothing.

SetActionCentre

Sets the sphere for the action to be contained in. Command 37 of the catalogue.

Parameter Type Label
object_to_action_around MissionShip Object to action around
radius_of_sphere_0_for_default number Radius of sphere - 0 for default

Dock

Dock Ship. Command 38 of the catalogue.

Parameter Type Label
ship_to_dock MissionShip Ship to dock
object_ship_is_to_dock_to MissionShip Object ship is to dock to
docking_port number Docking port

DisableTaunts

Stops bad guys from taunting the player. Command 39 of the catalogue.

Parameter Type Label
true_disable_bad_guy_taunts number true - Disable bad guy taunts

Fly

Fly. Command 40 of the catalogue.

Parameter Type Label
ship_param Entity Ship
point_to_fly_to MissionShip? Point to fly to
speed number Speed (0 - Default)

CommsFromShipOnce

Play a movie in the comms window (without looping). Command 41 of the catalogue.

Parameter Type Label
ship_sending_comm MissionShip Ship sending comm
head_movement FaceFilm Head movement
name_of_speech_file string Name of speech file

CommsFromPilotOnce

Play a movie in the comms window (without looping). Command 42 of the catalogue.

Parameter Type Label
ship_sending_comm PilotNumber Ship sending comm
head_movement FaceFilm Head movement
name_of_speech_file string Name of speech file

DisableLights

Disable Object lights. Command 43 of the catalogue.

Parameter Type Label
entity Entity Entity
true_or_false number True or False

SetEnvironmentFX

Sets an environment effect. Command 44 of the catalogue.

Parameter Type Label
effect_type_to_set EnvironmentEffect Effect type to set
on_param number On(TRUE) or Off(FALSE)

MultiPlayerSync

Jay's shit. Command 45 of the catalogue.

Takes nothing.

DisableGenericComms

Stops hard coded comms events from triggering. Command 46 of the catalogue.

Parameter Type Label
true_disable_all_hard_coded_comms_events number True - Disable all hard coded comms events

DisableGuns

Disables guns. Command 47 of the catalogue.

Parameter Type Label
entity Entity Entity
true_disable_guns number TRUE - disable guns, FALSE enable guns

SetNavPoint

Set Nav Point. Command 48 of the catalogue.

Parameter Type Label
entity Entity Entity
nav_point_param MissionShip? Nav Point

SetEscortPoint

Set Escort Point. Command 49 of the catalogue.

Parameter Type Label
entity Entity Entity
escort_point MissionShip? Escort Point

ResetAfterBurners

Reset the player's afterburner fuel. Command 50 of the catalogue.

Takes nothing.

DisableMissiles

Disables missiles. Command 51 of the catalogue.

Parameter Type Label
entity Entity Entity
true_disable_missiles number TRUE - disable missiles, FALSE enable missiles

DisableEngines

Disables engines. Command 52 of the catalogue.

Parameter Type Label
entity Entity Entity
true_disable_engines number TRUE - disable engines, FALSE enable engines

DisableEject

Disables eject. Command 53 of the catalogue.

Parameter Type Label
entity Entity Entity
true_disable_eject number TRUE - disable eject, FALSE enable eject

SetHostile

Sets entity(s) to be hostile or not. Command 54 of the catalogue.

Parameter Type Label
entity Entity Entity
true_entity number true - entity(s) hostile, false - friendly

ResetToSpawnPositions

Resets the player to a random spawn location (deathmatch only). Command 55 of the catalogue.

Takes nothing.

UpdateEnvironmentFXState

Updates state of environment FX instead of waiting for next jump. Command 56 of the catalogue.

Takes nothing.

SetPrimaryTarget

Set Primary Target. Command 57 of the catalogue.

Parameter Type Label
entity MissionShip? Entity

WaitForJumpOrLaunch

Wait for ships to finish jumping or launching. Command 58 of the catalogue.

Parameter Type Label
entity Entity Entity

DoNotDisturb

Sets entity(s) so comms can/cant disturb them. Command 59 of the catalogue.

Parameter Type Label
entity Entity Entity
true_dont_disturb number true - dont disturb, false - can disturb

SetEnvironmentFXNebula

Sets the nebula material and lighting. Command 60 of the catalogue.

Parameter Type Label
index_of_nebula_material number Index of nebula material (0..6)

StartShipAnimationReverse

Starts a specific animation for a ship in reverse. Command 61 of the catalogue.

Parameter Type Label
ship_to_animate MissionShip Ship to animate
animation_name string Animation Name

SnapToPoint

Snaps a ship to a specific point. Command 62 of the catalogue.

Parameter Type Label
ship_to_move MissionShip Ship to move
point_to_move_to MissionShip Point to move to

PlayFostersLastStand

Plays the Foster's Last Stand movie! Command 63 of the catalogue.

Takes nothing.

OpenInstrument

Opens up a window on the HUD. Command 64 of the catalogue.

Parameter Type Label
instrument_number_to_open number Instrument number to open

CloseInstrument

Closes a window on the HUD. Command 65 of the catalogue.

Parameter Type Label
instrument_number_to_close number Instrument number to close

DestroySubObject

Destroys Subobject. Command 66 of the catalogue.

Parameter Type Label
sub_object_to_destroy MissionShip SubObject to destroy
true_keep_damaged_model number true - keep damaged model, false - no damaged model

SetObjective

Sets a Mission Objective's status. Command 67 of the catalogue.

Parameter Type Label
objective_number number Objective number
state number State(0=Inactive, 1=Active, 2=Current)

SetRescueProbabilities

Sets an Ejected pod's chances of survival. Command 68 of the catalogue.

Parameter Type Label
probability_of_nanny_rescue number Probability of Nanny Rescue ( 1-100% )
probability_of_antanov_capture number Probability of Antanov Capture ( 1-100% )
probability_of_being_destroyed number Probability of being Destroyed ( 1-100% )

IsShipThisPlayer

Returns TRUE if ship is the players ship. Command 69 of the catalogue.

Parameter Type Label
ship_to_test MissionShip Ship to test

SetFlybackMarker

Sets a Flyback marker on a ship or a group of ships after a set range. Command 70 of the catalogue.

Parameter Type Label
entity_concerned Entity Entity concerned
range number Range

ResetFlybackMarker

Resets all flyback markers. Command 71 of the catalogue.

Takes nothing.

StopShipAnimation

Stops a specific animation for a ship. Command 72 of the catalogue.

Parameter Type Label
ship_to_stop_animation_for MissionShip Ship to stop animation for
animation_name string Animation Name

SetShipAvoidance

Enables/Disables ship avoidance for the ship(s). Command 73 of the catalogue.

Parameter Type Label
entity_concerned Entity Entity concerned
true_disable_avoidance_code number TRUE - Disable Avoidance code, FALSE - Enable avoidance code

MatchSpeed

Enables/Disables Match Speed with target. Command 74 of the catalogue.

Parameter Type Label
entity_concerned MissionShip Entity concerned
true_enable_match_speed number TRUE - Enable Match Speed, FALSE - Disable Match Speed

MovingShipBackupCurve

Sets an ship/flight group to follow a predefined path. Command 75 of the catalogue.

Parameter Type Label
entity_to_follow_curve MissionShip \| FlightGroup Entity to follow curve
the_curve_for_the_entity_to_follow Curve The curve for the entity to follow
duration_of_movement number Duration of movement (seconds)
entity_for_curve_to_use_as_its_start_offset MissionShip? Entity for curve to use as its start offset

WaitForKey

Stops script until key pressed. Command 76 of the catalogue.

Parameter Type Label
key_number_to_wait_for number Key number to wait for

TerminateMission

End the mission, and drop to death sequence. Command 77 of the catalogue.

Takes nothing.

TurretSetTarget

Sets the target for a ships turret. Command 78 of the catalogue.

Parameter Type Label
turret MissionShip \| Squad Turret
entity_to_target MissionShip Entity to target

SetAnyTriggerState

Enables or disables the state of a trigger. Command 79 of the catalogue.

Parameter Type Label
entity_owning_trigger Entity Entity owning trigger
trigger_type_to_enable_disable Condition Trigger type to enable/disable
true_for_enable number TRUE for enable; FALSE for disable
trigger_type_number number Trigger Type Number(for triggers of same type - Count from 0)

WaitForDirectorCam

Waits for director cam to finish. Command 80 of the catalogue.

Takes nothing.

KillAllScriptExecutionExecptMe

DANGER DANGER:Cancels ALL current script execution except the caller. Command 81 of the catalogue.

Takes nothing.

StackDirectorCam

Sets the camera to start following a predefined path. Command 82 of the catalogue.

Parameter Type Label
curve_for_camera_to_follow MissionShip \| Curve Curve for camera to follow (or Ship for static cam)
ship_for_camera_to_track MissionShip? Ship for camera to track (can be NULL)
duration_of_camera number Duration of camera (seconds)
tracks_curve_to_this_ship_s_speed MissionShip? Tracks curve to this ship's speed (can be NULL)
ships_to_disable_for_duration Entity? Ships to disable for duration

Scanner

Sets the scanner off. Command 83 of the catalogue.

Parameter Type Label
object_to_scan_for_null_to_disable MissionShip? Object to scan for - NULL to disable

ReplaceSubObject

Replaces subobject with another object. Command 84 of the catalogue.

Parameter Type Label
sub_object_to_replace MissionShip SubObject to replace
object_to_replace_it_with MissionShip Object to replace it with

Fire

Fires ships guns. Command 85 of the catalogue.

Parameter Type Label
ship_to_fire MissionShip Ship to fire
duration number Duration

MultiplayerScriptSync

Syncs scripts. Command 86 of the catalogue.

Parameter Type Label
sync_number number Sync number

FriendlyFire

Friendly Fire. Command 87 of the catalogue.

Takes nothing.

Cloak

Cloak. Command 88 of the catalogue.

Parameter Type Label
entity_to_cloak Entity Entity to cloak
true_cloak_on number True - Cloak on, False - cloak off

ReplenishWeapons

Replenish Weapons. Command 89 of the catalogue.

Parameter Type Label
entity_to_cloak MissionShip Entity to cloak

WillsBlag

Blag blag blag blag blag. Command 90 of the catalogue.

Parameter Type Label
entity_to_cloak MissionShip Entity to cloak

ShowHudIcon

Show Hud Icon. Command 91 of the catalogue.

Parameter Type Label
icon number Icon
param_0_off number 0 - off, 1 - on, 2 - flash

DisableListing

Disable Listing. Command 92 of the catalogue.

Parameter Type Label
ship_param MissionShip Ship
true_stop_listing number true - stop listing, false - enable listing

DisableObjectAtNextJump

Disables/enables object (e.g. planet) when the next jump/warp is made. Command 93 of the catalogue.

Parameter Type Label
ship_param MissionShip Ship
true_disable number true - disable, false - enable

DarrensNaughtyBlag

Darrens Naughty Blag. Command 94 of the catalogue.

Parameter Type Label
ship_param MissionShip Ship
ship_param_2 MissionShip Ship

Conditions

What a trigger watches for, by the names mission source gives the conditions of the game's catalogue; the catalogue's own names are the developers'. A trigger's function gets the values its condition's events carry as its parameters, named after their labels, and a trigger checks a value it can check by the field of the same name (TriggerFields).

shot_at

The catalogue's ShotAt, condition 0. A trigger of it watches a ship, a flight group or a squad. An object keeps its last event of it, which last_event reads.

Parameter Label Type A trigger checks it
attacker Attacker MissionShip Yes
shield_damage Shield Damage number No
hull_damage Hull Damage number No
victim Victim MissionShip Yes
weapon_fired Weapon Fired number Yes

destroyed

The catalogue's Destroyed, condition 1. A trigger of it watches a ship, a flight group or a squad. An object keeps its last event of it, which last_event reads.

Parameter Label Type A trigger checks it
killer Killer MissionShip Yes
victim Victim MissionShip Yes

launched

The catalogue's Launched, condition 2. A trigger of it watches a ship, a flight group or a squad.

Parameter Label Type A trigger checks it
launched_ship LaunchedShip MissionShip Yes

camera_reached

The catalogue's CameraReached, condition 3. A trigger of it watches a ship.

Its events carry no values.

ship_reached

The catalogue's ShipReached, condition 4. A trigger of it watches a ship.

Parameter Label Type A trigger checks it
reached_ship ReachedShip MissionShip Yes

proximity_close

The catalogue's CloseProximity, condition 5. A trigger of it watches a ship.

Parameter Label Type A trigger checks it
approaching_ship ApproachingShip MissionShip Yes
proximity Proximity number No

proximity_general

The catalogue's Proximity, condition 6. A trigger of it watches a ship.

Parameter Label Type A trigger checks it
approaching_ship ApproachingShip MissionShip Yes
proximity Proximity number No

object_scooped

The catalogue's ObjectScooped, condition 7. A trigger of it watches a ship.

Parameter Label Type A trigger checks it
object_scooped ObjectScooped MissionShip Yes

player_ready_to_jump

The catalogue's PlayerReadyToJump, condition 8. A trigger of it watches a ship.

Its events carry no values.

jumped_in

The catalogue's JumpedIn, condition 9. A trigger of it watches a ship, a flight group or a squad.

Parameter Label Type A trigger checks it
jumped_in_ship JumpedInShip MissionShip Yes

fixed_gate_jumped_in

The catalogue's FixedGateJumpedIn, condition 10. A trigger of it watches a ship, a flight group or a squad.

Parameter Label Type A trigger checks it
ship_jumped_in ShipJumpedIn MissionShip Yes

player_ready_to_warp

The catalogue's PlayerReadyToWarp, condition 11. A trigger of it watches a ship.

Its events carry no values.

jumped_through_hoop

The catalogue's JumpedThroughHoop, condition 12. A trigger of it watches a ship.

Its events carry no values.

player_wants_backup

The catalogue's PlayerWantsBackup, condition 13. A trigger of it watches a ship.

Its events carry no values.

ripper_grabbed_object

The catalogue's RipperGrabbedObject, condition 14. A trigger of it watches a ship.

Parameter Label Type A trigger checks it
object_grabbed ObjectGrabbed MissionShip Yes

ripper_dropped_object

The catalogue's RipperDroppedObject, condition 15. A trigger of it watches a ship.

Parameter Label Type A trigger checks it
object_dropped ObjectDropped MissionShip Yes

cloaked

The catalogue's Cloaked, condition 16. A trigger of it watches a ship, a flight group or a squad.

Parameter Label Type A trigger checks it
cloaking_ship CloakingShip MissionShip Yes

decloaked

The catalogue's Decloaked, condition 17. A trigger of it watches a ship, a flight group or a squad.

Parameter Label Type A trigger checks it
cloaking_ship CloakingShip MissionShip Yes

targetted

The catalogue's Targetted, condition 18. A trigger of it watches a ship.

Parameter Label Type A trigger checks it
aggressor Aggressor MissionShip Yes

player_l1_doubletap

The catalogue's Player_L1_DoubleTap, condition 19. A trigger of it watches a ship.

Its events carry no values.

player_l2_doubletap

The catalogue's Player_L2_DoubleTap, condition 20. A trigger of it watches a ship.

Its events carry no values.

player_r1_doubletap

The catalogue's Player_R1_DoubleTap, condition 21. A trigger of it watches a ship.

Its events carry no values.

player_r2_doubletap

The catalogue's Player_R2_DoubleTap, condition 22. A trigger of it watches a ship.

Its events carry no values.

player_l1_l2_r1_r2_pressed

The catalogue's Player_L1_L2_R1_R2 Pressed, condition 23. A trigger of it watches a ship.

Its events carry no values.

player_l1_r1_pressed

The catalogue's Player_L1_R1 Pressed, condition 24. A trigger of it watches a ship.

Its events carry no values.

game_timer_expired

The catalogue's Game Timer Expired, condition 25. A trigger of it watches a ship.

Its events carry no values.

tractor_beam_locked

The catalogue's Tractor Beam Locked, condition 26. A trigger of it watches a ship, a flight group or a squad.

Parameter Label Type A trigger checks it
tractored_ship TractoredShip MissionShip Yes
tractoring_ship TractoringShip MissionShip Yes

tractor_beam_broken

The catalogue's Tractor Beam Broken, condition 27. A trigger of it watches a ship, a flight group or a squad.

Parameter Label Type A trigger checks it
tractored_ship TractoredShip MissionShip Yes
tractoring_ship TractoringShip MissionShip Yes

inside_object

The catalogue's Inside Object, condition 28. A trigger of it watches a ship.

Its events carry no values.

outside_object

The catalogue's Outside Object, condition 29. A trigger of it watches a ship.

Its events carry no values.

docked

The catalogue's Docked, condition 30. A trigger of it watches a ship.

Its events carry no values.

undocked

The catalogue's UnDocked, condition 31. A trigger of it watches a ship.

Its events carry no values.

being_chased

The catalogue's I'm Being Chased, condition 32. A trigger of it watches a ship, a flight group or a squad.

Parameter Label Type A trigger checks it
chased_ship ChasedShip MissionShip Yes
chaser Chaser MissionShip Yes

call_reinforcements

The catalogue's Player_CallReinforcements, condition 33. A trigger of it watches a ship.

Parameter Label Type A trigger checks it
player_targetted PlayerTargetted MissionShip Yes

explosion_ship

The catalogue's ExplosionShip, condition 34.

Parameter Label Type A trigger checks it
explosion_ship ExplosionShip MissionShip Yes

Names of values

A value the game names is written by its name, in quotes. One without a name, such as a mod's ship type, is written as a number.

ShipType

predator, naginata, grendel, crusader, coyote, mirage, tempest, patriot, wolverine, reaper, shroud, phoenix, reliant, yamato, alsace, kestrel, falco, victorious, endeavour, mitchell, bremen, arc_ship, ulysses, sai, nanny, galahad, hades, mule, lonestar, limpet_car, prowler, ripper, lueneburg, mammoth, intruder, sentry, goodwill, stork, sky_hawk, haidar, karak, salin, azan, sabre, lagg, kamov, saracen, salamander, scimitar, basilisk, kossac, yao, ramases, kozlov, morzov, badanov, pukov, xia, riza, cyclops, kurgan, sharov, gurevich, berijev, kirov, loki, kalan_shuttle, saladin, darkreign, stalag, antanov, kronstadt, boridin, troop_car, torpedo, ulysses_back, ulysses_fin, escape_pod, debris, debris_1, debris_2, debris_3, debris_4, debris_5, debris_6, debris_7, debris_8, debris_9, crewman, crewman_1, crewman_2, crewman_3, russian_torpedo, mammoth_back, baxter, neptune_hi, triton_hi, uranus_hi, saturn_hi, titan_hi, jupiter_hi, europa_hi, ganymede_hi, io_hi, calisto_hi, venus_hi, earth, kronstadt_wreck, planet_placeholder_4, proto_gate, advanced_gate, proximity_mine, black_box, satellite, mammoth_wreck_front, mammoth_wreck_back, proto_gate_panel, badanov_wreck_back, badanov_wreck_front, kurgan_wreck, krasnaya, asteroid_1, asteroid_2, asteroid_3, asteroid_4, asteroid_5, asteroid_6, asteroid_7, research_station, latov, gurevich_wreck_back, training_hoop, czar_docked, turret_asteroid_1, turret_asteroid_2, turret_asteroid_3, turret_asteroid_4, turret_asteroid_5, turret_asteroid_6, turret_asteroid_7, powerup_random, dm_beacon_gate, dm_beacon, pukov_wreck_back, other_escape_pod, cargo_pod, other_cargo_pod, grazer_gun_sat, archer_missile_sat, kafelnikof, reliant_wreck_back, stalag_doors, stalag_duct_cover, yakob_shuttle, krasny, varyag, other_ramases, fort_carter, koenig, washington, other_mitchell, ufelsky, kresta, krasnaya_left_arm, krasnaya_right_arm, rogue_base, kronstadt_arm, boridin_gun_dome, boridin_breakaway, darkreign_wreck_hat, yamato_wreck_back, maintenance_droid, maintenance_astronaut, rogue_base_wreck_top, tank, training_target, zakov, shell, rock_chunk, rock_chunk_tiny_1, rock_chunk_tiny_2, rock_chunk_tiny_3, rock_chunk_tiny_4, latov_wreck_1, latov_wreck_2, czar, zakov_wreck_back, sharov_wreck_back, limpet_pod, stalag_wreck_1, stalag_wreck_2, saladin_wreck, gegarin, krelov, kiev, kiev_wreck_back, baxter_wreck_top, victorious_wreck_front, mitchell_wreck_back, fort_bear, fort_sherman, neptune_lo, triton_lo, uranus_lo, saturn_lo, titan_lo, jupiter_lo, europa_lo, ganymede_lo, io_lo, calisto_lo, venus_lo, yamato_hangar, yamato_landing_bay, reliant_hangar, comms_relay, saladin_link, varyag_wreck_front, churchill, bokov, bulatov, shinnik, kovtun, late_escape_pod, other_late_escape_pod, fuel_pod, yevstafiy, mammoth_gulliver, mammoth_santa_maria, mammoth_rosario, mammoth_larsons_pride, mammoth_brittania, mammoth_sierra_madre, mammoth_mayan_gold, mammoth_dawn_chorus, mammoth_calysto, mammoth_sundown, mammoth_krenna, mammoth_seabound, mammoth_crimson_sky, asteroid_with_hole_1, asteroid_with_hole_2, asteroid_with_hole_3, asteroid_with_hole_4, t_predator, t_naginata, t_grendel, t_crusader, t_coyote, t_mirage, t_tempest, t_patriot, t_wolverine, t_reaper, t_shroud, t_phoenix, sun_marker, nebula_marker, dm_sphere_centre, beacon_marker, spawn_player, spawn_powerup, marker, stand_in, or a number.

PilotNumber

bandit_tigers_leader, diceman_tigers_leader, moose_tigers, tigers, moose_volunteers, volunteers, bandit_volunteers_leader, viper, fifty_first, black_guard, black_sun_leader, black_sun, blades, black_eagle_leader, black_eagle, ivan_petrov, nicolai_petrov, black_aces, bremen_bridge_officer, buccaneer, cat_foster, cobra, couger, coalition_comms_officer, coalition_fighter, coalition_scientist, endeavour_bridge_officer, enriquez_reliant_bridge, enriquez_yamato_bridge, enriquez_cockpit, foster_dead, fort_bear_comms, fort_baxter_comms, fort_carter_comms, fort_sherman_comms, gamma_dead, gamma_leader, golden_warrior, hellcat_leader, hellcat, hornet, jackel_leader, jackel, jaguar, kestrel_command, koenig_bridge_officer, kestrel_bridge_officer, kurgen, lonestar, mauler, mcgann, mitchell_bridge_officer, nanny_leader, pirate_leader, pirate, prowler, pukov_captain, puma_leader, puma, raven, reliant_bridge_officer, ripper, ronin_leader, ronin, russian_bomber, sabre_leader, sabre, saracen, scorpion_leader, scorpion, saladin_captain, stahl_bridge, stahl_marines, steiner_ejected, stinger, stork, ulysses_captain, ulysses_captain_panicking, steiner_vampires_leader, vampire, varyag_captain, victorious_bridge_officer, virtual_flight_instructor, washington_bridge_officer, yamato_bridge_officer, frenchy, silky, mayday, trigger, vixen, cutter, claymore, skippy, juice, face, hawkeye, arrow, nero, rhino, stalker, flash, stretch, talon, butcher, snapper, banshee, wolf, reaper, worm, wildcat, siron, ferret, poker, blade, scarlet, rico, slick, irish, spider, ego, diceman, captain_mukai, cat_foster_prowler, coalition_torpedo_leader, general_reese_pod, kulov_borodin, kulov_pod, mammoth_1, mammoth_2, mammoth_3, mammoth_4, saracen_leader, stahl_ripper, golden_warrior_leader, hornet_leader, mammoth_5, mammoth_6, mammoth_7, bandit, marauder_leader, marauder, marine_leader, marine, jaguar_leader, buccaneer_leader, or a number.

Order

do_nothing, fly_aimlessly, launch_missile, launch_jack_hammer, warp_in, warp_out, fly, run_away, land, escort, find_new_target, explode, ripper_grabs_target_object, object_attach, formation_regroup, patrol_route, toggle_cloak, ship_follow_curve, slow_rotate, jump_in, jump_out, find_scoop_up, random_spin_slow, random_spin_medium, random_spin_fast, fixed_gate_jump_in, fixed_gate_jump_out, formation, fixed_gate_open, fixed_gate_close, eject, fixed_gate_collapse, match_speed, dark_reign_shoot, move_to_spawn_pos, turns_object_lights_on, make_boridin_section_break_away, rotate_boridin_breakaway_warp_projector, start_warp_projection_from_boridin, make_ripper_drop_what_its_carrying, jump_in_spread, jump_out_spread, turns_object_lights_off, huuuuuuuge_explosion, immediately_set_ship_to_zero_velocity_and_rotation, fly_ship_backwards, player_control, multiplayer_control, avoid_target, torpedo, launch, fight, abandoned, scoop_up, eject_spin, dock, fire_ion_cannon, ripper_end_drop_object, ripper_attach_cargo_pod_to_mammoth, eject_fighter_attack, disrupted, make_capship_list_left, make_capship_list_right, friendly_fire, eject_player, ship_follow_curve_backwards, mill, deathmatch_respawn_effect, deathmatch_dark_reign_target, or a number.

Condition

shot_at, destroyed, launched, camera_reached, ship_reached, proximity_close, proximity_general, object_scooped, player_ready_to_jump, jumped_in, fixed_gate_jumped_in, player_ready_to_warp, jumped_through_hoop, player_wants_backup, ripper_grabbed_object, ripper_dropped_object, cloaked, decloaked, targetted, player_l1_doubletap, player_l2_doubletap, player_r1_doubletap, player_r2_doubletap, player_l1_l2_r1_r2_pressed, player_l1_r1_pressed, game_timer_expired, tractor_beam_locked, tractor_beam_broken, inside_object, outside_object, docked, undocked, being_chased, call_reinforcements, explosion_ship, or a number.

FaceFilm

talking, laughing, squadron, dying, or a number.

EnvironmentEffect

ice_field, planet_bombard, bombard_flashes, or a number.

Wing

player, second, third, none, or a number.

GameVariables

The game's variables, which game holds: jump_ready, warp_ready, backup_available, player_missiles_left, mcgann_alive, nicolai_petrov_alive, ivan_petrov_alive, kulov_alive, mission_over, landing_cleared, al_rahan_alive, sharif_alive, steiner_alive, mission_success, players, krasnaya_alive, rameses_alive, kozah_alive, fixed_gate_alive, warp_gate_alive, last_success, objectives_met, czar_alive, ghost_alive, reliant_alive, countdown, chapter2_thread3_shown, red_dragon_alive, yamato_alive, ion_cannons_hold_lock, or a number, as in game[37], for one without a name.

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