- General Commands
- Audio Commands
- Logbook Commands
- Fly Commands
- Trade Commands
- General Object Commands
- Universe and Sector Commands
- Other
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»» General Object Commands
- »» Weapon Information
- x <RetVar> = get power generator of ship/station type <Var/Ware>
- x <RetVar> = <RefObj> get power generator
- x <RetVar/IF><RefObj> fits laser <Var/Ware> into turret <Var/Number>
- x <RetVar/IF><RefObj> get max. number of lasers in turret <Var/Number>
- x <RetVar> = <RefObj> get laser type in turret <Var/Number> at slot <Var/Number>
- x <RetVar/IF><RefObj> get laser type in bay <Var/Number>
- x <RetVar> = <RefObj> get number of turrets
- x <RetVar/IF><RefObj> turret <Var/Number> can use <Var/Ware>
- x <RetVar> = get range of laser <Var/Ware>
- x <RetVar> = get shield damage of laser <Var/Ware>
- x <RetVar> = get hull damage of laser <Var/Ware>
- x <RetVar/IF> get ammunition of laser <Var/Ware>
- <RetVar> = get bullet speed of laser <Var/Ware>
- x <RetVar/IF><RefObj> can missile <Var/Ware> be installed
- x <RetVar> = get range of missile type <Var/Ware>
- x <RetVar> = get missile max damage of <Var/Ware>
- x <RetVar> = get default launch time difference for missile type: <Var/Ware>
- x <RetVar> = get missile flags of <Var/Ware>
- x <RefObj> set laser energy to <Var/Ware>
- x <RetVar> = <RefObj> get compatible laser array: turret=<Var/Ware>
- x <RetVar/IF><RefObj> can turret <Var/Number> fire missiles
- x <RetVar/IF><RefObj> get compatible missile array
- x <RetVar/IF><RefObj> get maximum laser range: turret <Var/Number>
- x <RetVar/IF><RefObj> get minimum laser range: turret <Var/Number>
- x <RetVar/IF><RefObj> get compatible missile array from cargobay
- x <RetVar> = <RefObj> get pilot name
- x <RefObj> set pilot name to <Var/String>
- x <RetVar> = get random name: race=<Var/Race>
- <RetVar> = get fight rank
- <RetVar> = get trade rank
- x <RefObj> set pilot speaker: voice=<Value>, face=<Value>, Pirate subrace=<Value>, Argon female=<Value>
- x <RetVar> = <RefObj> get pilot fight skill
- x <RefObj> set pilot fightskill to <Var/Number>
- x <RetVar> = <RefObj> get pilot tradeskill
- x <RefObj> set pilot tradeskill to <Var/Number>
- x <RetVar> = <RefObj> get pilot morale
- x <RefObj> set pilot morale: <Var/Number>
- x <RetVar> = <RefObj> get pilot aggression
- x <RefObj> set pilot aggression: <Var/Number>
- x <RetVar/IF><RefObj> pilot eject from ship
- x <RetVar/IF><RefObj> move pilot to ship <Var/Ship>: disable=<Var/Boolean>
- x <RetVar> = get trade rank title: text=<Var/Boolean>
- x <RetVar> = get fight rank title: text=<Var/Boolean>
- x <RetVar> = get trade rank percentage
- x <RetVar> = get fight rank percentage
- x <RetVar> = <RefObj> get notoriety title to race <Var/Race>: text=<Var/Boolean>
- x <RetVar> = <RefObj> get notoriety percentage to race <Var/Race>
- x <RetVar/IF> get mission rank: name=<Var/String>
- x set mission rank: name=<Var/String> rank=<Var/Number>
- <RetVar> = create ship: type=<Var/Ship> owner= <Var/Race> addto=<Value> x=<Var/Number> y=<Var/Number> z=<Var/Number>
- x <RetVar> = create station: type=<Var/Station Type> owner=<Var/Race> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
- x <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>
- x <RetVar> = create asteroid: type=<Var/Number> addto=<Var/Sector> resource=<Var/Number> yield=<Var/Number> x=<Var/Number> y=<Var/Number> z=<Var/Number>
- x <RetVar> = create debris: type=<Var/Number> addto=<Var/Sector> resource=<Var/Number> yield=<Var/Number> x=<Var/Number> y=<Var/Number> z=<Var/Number>
- x <RetVar> = create nebula: type=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
- x <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>
- x <RetVar> = create planet: subtype=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
- x <RetVar> = create special: type=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
- x <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>
- <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>
- WiP <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
- x <RetVar/IF><RefObj> is of type <Var/Ship Type/Station Type>
- x <RetVar> = <RefObj> get ID code
- x <RetVar/IF><RefObj> get serial name of station
- x <RefObj> set serial name of station to <Var/Stations Serial>
- <RetVar> = <RefObj> get name
- x <RefObj> set name to <Var/String>
- <RetVar/IF><RefObj> is known
- <RefObj> set known status to <Var/Number>
- x <RetVar/IF><RefObj> get current laser strength
- x <RetVar/IF><RefObj> get maximum laser strength
- x <RetVar/IF><RefObj> get max laser strength in turret <Var/Number>
- x <RetVar/IF><RefObj> get max. shield type that can be installed
- x <RetVar/IF><RefObj> get number of shield bays
- x <RetVar/IF><RefObj> get number of laser bays
- x <RetVar/IF><RefObj> get most destructive missle type that can be installed
- <RetVar/IF><RefObj> get relation to object <Var/Ship/Station>
- x <RefObj> set relation against <Value> to <Relation>
- x <RefObj> set relations from notoriety: include player as target and race > teladi as owner=<Var/Number>
- x <RetVar/IF><RefObj> get relation to race <Var/Race>
- x <RetVar/IF><RefObj> is <Var/Ship/Station> a enemy
- x <RetVar/IF><RefObj> is <Var/Ship/Station> a friend
- x <RetVar/IF><RefObj> is <Var/Ship/Station> neutral to me
- x <RetVar/IF><RefObj> get notoriety to race <Var/Race>
- x <RetVar/IF> get notoriety from race <Var/Race> to race <Var/Race>
- x set notoriety of <Var/Race> -> <Var/Race> to <Var/Number> points
- x <RetVar/IF><RefObj> get shield type in bay <Var/Number>
- x <RetVar/IF><RefObj> has same environment as <Var/Ship/Station>
- x <RetVar/IF><RefObj> is in same sector as <Var/Ship/Station>
- x <RetVar/IF><RefObj> is landed
- x <RetVar/IF><RefObj> is docked
- x <RetVar/IF><RefObj> is docking possible of <Value>
- x <RetVar/IF><RefObj> is docking allowed at <Var/Ship/Station>
- x <RetVar/IF><RefObj> is in a sector
- x <RetVar/IF><RefObj> get attacker
- x <RefObj> set attacker to <Var/Ship/Station>
- x <RetVar> = get distance between <Var/Ship/Station> and <Var/Ship/Station>
- x <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>
- WiP <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
- x <RetVar/IF><RefObj> is disabled
- x <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>
- WiP <RefObj> set position: x =<Var/Number> y =<Var/Number> z =<Var/Number>
- <RefObj> force position: x =<Var/Number> y =<Var/Number> z =<Var/Number>
- x <RefObj> set rotation: alpha=<Var/Number> beta=<Var/Number> gamma=<Var/Number>
- WiP <RetVar> = <RefObj> get rot alpha
- WiP <RetVar> = <RefObj> get rot beta
- WiP <RetVar> = <RefObj> get rot gamma
- x <RetVar> = <RefObj> get size of object
- x <RetVar/IF><RefObj> get max upgrades for upgrade <Var/Ware>
- x <RetVar/IF><RefObj> get max speed
- <RetVar> = <RefObj> get current max speed
- <RetVar> = <RefObj> get current speed
- <RefObj> set ship speed to <Var/Number>
- x <RetVar/IF><RefObj> get max hull
- <RetVar/IF><RefObj> get hull
- x <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
- x <RefObj> set current shield strength to <Var/Number>
- <RetVar/IF><RefObj> get shield percent
- x <RetVar/IF><RefObj> get shield and hull percent
- x <RetVar/IF><RefObj> get max upgraded speed
- <RetVar/IF><RefObj> get dock bay size
- <RetVar/IF><RefObj> get number of landed ships
- x <Var/Race> add notoriety: race=<Var/Race> value=<Var/Number>
- <RefObj> set ship disabled to <Var/Number>
- x <RefObj> put into environment <RefObj>
- x <RefObj> station send defend squad againts ship <Var/Ship/Station>
- <RetVar> get Kha'ak aggression level
- set Kha'ak aggression level to <Var/Number>
- x <RetVar> = <RefObj> is detectable
- x <RetVar> = <RefObj> is hired
- <RetVar> = get player name
- <RefObj> disable ship rebuild
- x <RetVar> = order ship in next shipyard: owner=<Var/Race> sector=<Var/Sector> class=<Var/Class> optional: default shiptype for race:<Var/Race>
- x <RetVar/IF><RefObj> is hidden
- x <RetVar/IF><RefObj> is target visable <Var/Ship/Station>
- x <RetVar> = <RefObj> get asteriod yield
- x <RetVar/IF><RefObj> is asteriod scanned
- x <RefObj> set asteriod scanned to <Var/Number>
- x <RetVar> = <RefObj> get resource waretype of asteriod
- x <RetVar/IF><RefObj> has collectible rocks
- x <RetVar> = <RefObj> get flying ware count
- <RefObj> ignore collisions: <Var/Number>
- x <RetVar/IF> player HQ has blueprints for: type=<Var/Ship/Station>
- x add blueprints to player HQ: type=<Var/Ship/Station>
- x remove blueprints from player HQ: type=<Var/Ship/Station>
- x <RetVar/IF> move player to ship <Var/Ship>: Teleport=<Var/Number>
- x <RetVar> = get maker race: shiptype=<Value>
- x <RetVar> = <RefObj> get maker race
- <RefObj> jump out of existance
- x <RetVar/IF><RefObj> get flight wing
- x <RetVar/IF><RefObj> is civilian ship
- x <RetVar/IF><RefObj> get number of decks on ship
- x <RetVar/IF><RefObj> get ship boarding defence level
- x <RetVar/IF><RefObj> get hacking security level
- x <RetVar/IF><RefObj> realign gate: gatenum=<Value> gate to link=<Var/Warpgate> force=<Var/Boolean>
- x <RetVar> = <RefObj> get ship variation
- x <RetVar> get ship variation: subtype=<Var/Number>
- x <RetVar/IF><RefObj> is missile boat
- x <RetVar/IF><RefObj> is military outpost
- x <RetVar/IF><RefObj> get debris count
- x <RetVar/IF><RefObj> is invincible
- x <RetVar/IF><RefObj> find nearest military outpost
- x <RetVar/IF><RefObj> get boarding shield threshold