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»» Fly Commands
- »» Wings
- x <RetVar/IF> create new flight wing: name=<Var/String> race=<Var/Race>
- x <RetVar/IF> find flight wing: name=<Var/String> race=<Var/Race>
- x disband flight wing: wing=<Var/Wing>
- x remove ship from flight wing: wing=<Var/Wing> ship=<Var/Ship>
- x add ship to flight wing: wing=<Var/Wing> ship=<Var/Ship>
- x <RetVar/IF> get flight wing ship array: wing=<Var/Wing>
- x <RetVar/IF> get flight wing array
- x <RefObj> add to flight wing: wing=<Var/Wing>
- x <RefObj> remove from flight wing
- x global script map for wings: key=<Var/Wing Command> race=<Var/Race> script=<Script Name> prio <Var/Number>
- x set script command upgrade: wing command=<Var/Wing Command> upgrade=<Var/Ware>
- x set script command upgrade: wing command=<Var/Wing Command> upgrade=<Var/Ware> script=<Script Name>
- x <RetVar> get wing command upgrade: command=<Var/Wing Command>
- x <RefObj> set wing command: <Var/Wing Command>
- x <RefObj> set wing command: <Var/Wing Command> target=<Value> target2=<Value>
- x <RetVar/IF><RefObj> get wing natural formation
- x <RefObj> set wing natural formation: formation=<Var/Number>
- x <RetVar/IF><RefObj> is temporarily removed from wing
- x <RefObj> temporarily removed from wing
- x <RefObj> return to wing
- x <RetVar/IF> get predefined wing: wing=<Var/Number>
- x <RefObj> add wing additional ship command: id=<Var/String> script=<Script Name> pageid=<Var/Number> textid=<Var/Number> >>>>
- x <RefObj> add wing additional ship command: id=<Var/String> script=<Script Name> pageid=<Var/Number> textid=<Var/Number> >>>>
- x <RefObj> remove wing additional ship command: id=<Var/String>
- x <RetVar/IF><RefObj> does wing additional ship command exists: id=<Var/String>
- x <RetVar/IF><RefObj> get ship array for wing command upgrade: command=<Var/Wing Command>
- x <RetVar/IF><RefObj> ship has wing command upgrade: command=<Var/Wing Command>
- x add wing custom command: id=<Var/Number>
- x remove wing custom command: id=<Var/Number>
- x <RetVar> = wing custom command exists: id=<Var/Number>
- x START <RefObj> wing command <Var/Wing Command> : arg1=<Value>, arg2=<Value>, arg3=<Value>, arg4=<Value>, >>>>
- x <RetVar/IF><RefObj> is in same wing as <Var/Ship>
- x <RetVar/IF><RefObj> get wing formation leaders
- x <RetVar/IF><RefObj> get temporarily removed ship array from wing
- x set wing command preload script: wing command=<Var/Wing Command> script=<Script Name>
- x <RetVar/IF><RefObj> get number of wing formation leaders
- x <RetVar/IF><RefObj> get max number of ships per wing formation
- x @ <RetVar/IF><RefObj> fly to homebase
- x @ <RetVar/IF><RefObj> fly to station <Var/Station>
- x @ <RetVar/IF><RefObj> fly to sector <Var/Sector>
- x <RetVar/IF><RefObj> find nearest enemy ship: max.dist=<Var/Number>
- x <RetVar/IF><RefObj> find nearest enemy station: max.dist=<Var/Number>
- x <RetVar/IF><RefObj> fire lasers on target <Value> using turret <Var/Number>
- x @ <RetVar/IF><RefObj> turn turret <Var/Number> to target <Var/Ship/Station> : timeout=<Var/Number> ms
- x @ <RetVar/IF><RefObj> attack run on target <Value> : timeout=<Var/Number> ms
- x @ <RetVar/IF><RefObj> defensive move: type=<Var/Number>, internsity=<Var/Number>, timeout=<Var/Number> ms
- x @ <RetVar/IF><RefObj> move to ware object <Value> for collecting: timeout=<Var/Number> ms
- x <RetVar/IF><RefObj> catch ware object <Value>
- x @ <RetVar/IF><RefObj> move around <Var/Number> ms
- x @ <RetVar/IF><RefObj> escort ship <Var/Ship>
- x @ <RetVar/IF><RefObj> escort ship <Var/Ship>: timeout=<Var/Number> ms
- x <RefObj> set formation <Var/Number>
- x <RefObj> add to formation with leader <Var/Ship>
- x <RefObj> remove from formation
- x <RetVar/IF><RefObj> get formation leader
- x <RetVar> = <RefObj> get formation follower ships
- x <RetVar> = <RefObj> get formation
- x <RetVar> = <RefObj> select new formation leader by: ship class=<Var/Number> strength=<Var/Number> min.speed >>>>
- x <RetVar/IF><RefObj> has formation ships
- x <RefObj> give formation leadership to <Var/Ship>
- x <RefObj> set as player wingman: <Var/Number>
- x <RetVar/IF><RefObj> is player wingman
- x START <RefObj> command <Object Command> : arg1=<Value>, arg2=<Value>, arg3=<Value>, arg4=<Value>
- x START <RefObj> delayed command <Object Command> : arg1=<Value>, arg2=<Value>, arg3=<Value>, arg4=<Value>
- x <RefObj> send signal <Object Signal> : arg1=<Value>, arg2=<Value>, arg3=<Value>, arg4=<Value>
- @ <RetVar/IF><RefObj> follow object <Var/Ship> with precision <Var/Number> m
- @ <RetVar/IF><RefObj> follow <Var/Ship> with precision <Var/Number> m : timeout=<Var/Number> ms
- <RefObj> set follow mode <Var/Number>
- <RetVar/IF><RefObj> get follow mode
- x <RetVar/IF><RefObj> use jump drive: target=<Value>
- x <RetVar/IF><RefObj> needed jump drive energy for jump to sector <Var/Sector>
- <RefObj> set destination to <Value>
- <RetVar/IF><RefObj> get destination
- <RefObj> set attack target to <Value>
- <RetVar/IF><RefObj> get attack target
- @ <RetVar/IF><RefObj> move to position: x=<Var/Number> y=<Var/Number> z=<Var/Number> with precision <Var/Number> m
- x <RefObj> set command <Object Command>
- x <RetVar/IF><RefObj> get command
- x <RefObj> set command target: <Value>
- x <RetVar/IF><RefObj> get command target
- x <RefObj> set command target2: <Value>
- x <RetVar/IF><RefObj> get command target2
- x <RetVar/IF> get player tracking aim
- x set player tracking aim to <RefObj>
- x @ <RetVar/IF><RefObj> fly to sector <Var/Sector>
- x <RetVar/IF><RefObj> is <Var/ship/Station> in firing range of turret <Var/Number>
- x <RetVar/IF><RefObj> find enemy in firing range of turret <Var/Number>
- x <RefObj> set command: <Object Command> target=<Value> target2=<Value> par1=<Value> par2=<Value>
- x <RetVar/IF><RefObj> fire missile <Var/Ware> on <Value>
- x <RetVar/IF><RefObj> fire missile <Var/Ware> from turret <Var/Number> on <Value>
- x <RetVar/IF><RefObj> find best missile for target <Value>
- x <RetVar> =best missile type for target <Value>
- x <RetVar/IF><RefObj> get current missile
- x <RetVar/IF><RefObj> is missile <Var/Ware> ready to fire
- x <RetVar/IF><RefObj> should a missile be fired
- x <RetVar> = <RefObj> get fire missile probability
- x <RetVar> = <RefObj> get fire missile time difference in seconds
- x <RefObj> set fire missile probabilty <Var/Number>
- x <RefObj> set fire missile time difference to <Var/Number> ms
- x <RetVar/IF><RefObj> check, select and fire missile on <Value>
- x <RetVar/IF><RefObj> launch <Var/Number> fight drones: protect me or attack target=<Value>
- x <RetVar> = <RefObj> find nearest missile aiming to me
- x <RetVar> = <RefObj> get array of missiles aiming to me
- x <RetVar/IF><RefObj> decouple ships
- x <RetVar/IF><RefObj> is decoupled ships leader
- x <RetVar/IF><RefObj> get current galaxy flight timestep in ms
- x <RetVar/IF><RefObj> is landing
- x <RetVar/IF><RefObj> is starting
- x @ <RetVar/IF><RefObj> move to position continue: x=<Var/Number> y=<Var/Number> z=<Var/Number> with precision <Var/Number> m
- x <RetVar/IF><RefObj> move to debris/asteroid <Value> and turn turret <Var/Number> to target: timeout=<Var/Number> >>>>
- x <RetVar/IF><RefObj> add big ship <Var/Ship>
- x <RetVar/IF><RefObj> has a free ship dock port: ship subtype=<Value>
- x <RetVar/IF><RefObj> can be controled by race logic
- x <RefObj> set race logic control enabled to <Var/Number>
- x <RetVar/IF><RefObj> can excute StartAction
- x <RefObj> set StartAction enabled to <Var/Number>
- x <RetVar/IF><RefObj> get current action
- x <RefObj> set pirate cover state to <Var/Number>
- x <RetVar/IF><RefObj> scan potential pirate <Var/Ship> for illegal wares
- x @ <RetVar/IF><RefObj> attack run on target <Value> : timeout=<Var/Number>ms speedlimit=<Var/Number>
- x <RetVar> = <RefObj> get scanner range
- x <RefObj> select and switch lasers for target <Var/Ship/Station> in turret <Var/Number>: scan for friends <Var/Number> >>>>
- x <RetVar> = <RefObj> select best lasers for target <Var/Ship/Station> in turret <Var/Number>: scan for friends <Var/Number> >>>>
- x <RefObj> start job
- x <RetVar/IF><RefObj> get job id
- x <RetVar/IF><RefObj> get job leader
- x <RetVar> = <RefObj> get job idle rate
- x <RetVar> = <RefObj> get job jump range
- x <RetVar/IF><RefObj> wait idle rate minimum: <Var/Number> ms
- x <RetVar> = <RefObj> get flight time
- x <RefObj> reset flight time
- x <RefObj> auto sync patrol sector with environment: <Var/Number>
- x <RefObj> add to patrol group for sector: <Var/Sector>
- x <RefObj> remove from patrol group for sector: <Var/Sector>
- x <RefObj> remove all patrol group references
- x <RetVar> = <RefObj> find nearest enemy ship in range: class=<Var/Class>
- x <RetVar> = get freight scanner range
- x <RetVar> = get transporter range
- x <RetVar> = get mineral scanner range
- x <RetVar/IF><RefObj> is in freight scanner range: ship=<Var/Ship>
- x <RetVar/IF><RefObj> is in transporter range: ship=<Var/Ship>
- x <RetVar/IF><RefObj> is in mineral scanner range: asteriod=<Var/Asteriod>
- x <RetVar/IF><RefObj> is autojump activated
- x <RefObj> set autojump active: <Var/Boolean>
- x <RetVar/IF><RefObj> get autojump minimum jumps
- x <RefObj> autojump minimum jumps=<Var/Number>
- x <RetVar/IF><RefObj> is emergency jump activated
- x <RefObj> set emergency jump active: <Var/Number>
- x <RetVar/IF><RefObj> get emergency jump minimum shield threshold
- x <RefObj> autojump emergency jump shield threshold=<Var/Number>%
- x <RetVar/IF><RefObj> get missile resupply: missile=<Var/Ware>
- x <RefObj> set missile resupply: missile=<Var/Ware> amount=<Var/Number>
- x <RetVar/IF><RefObj> get ammo resupply: ammo=<Var/Ware>
- x <RefObj> set ammo resupply: ammo=<Var/Ware> amount=<Var/Number>
- x <RetVar/IF><RefObj> get jumpdrive fuel resupply
- x <RefObj> set jumpdrive fuel resupply: amount=<Var/Number>
- x <RetVar/IF><RefObj> send marines to board ship: <Var/Ship> marines=<Value>
- x <RetVar/IF><RefObj> launch boarding pod on target: victim=<Var/Ship> marines=<Value>
- x <RetVar/IF><RefObj> get resupply fuel required
- x <RetVar/IF><RefObj> get all formation followers
- x <RetVar/IF><RefObj> get highest formation leader
- x <RetVar/IF> is player warping
- x <RetVar/IF><RefObj> get desired speed
- x <RefObj> set desired speed: <Var/Number>