EXECUTORIAI CODES

21 00 - PrintShipName

Test Param 1

Test Param 2

Test Function


21 01 - CreateTimer

Unique ID to identify timer

Function to execute when timer activates

Number of seconds before timer activates

Number of activations (0 == continuous)

Creates a timer to invoke a function


21 02 - DestroyTimer

Unique ID of timer to be destroyed

Destroys all timers associated with a function


21 03 - CreateFlightGroup 21 03

Flight Group name to initialize

Initializes a flight group


21 04 - DestroyFlightGroup 

Flight Group name to destroy

Destroys a flight group


21 05 - Number of Seconds to wait*05

Stop Executing for N Seconds


21 06 - PlaySpeech

Name of speech file

Play a speech file

21 07 - WaitForSpeech

Pause script until speech is complete


21 08 - PlayCommsMovie*07

Name of movie file

GText thingy hangover err....*08

Play a movie in the comms window*09


21 09 - WaitForMovie

Pause script until comms movie is complete


21 0A - PrintDebugMessage

Text to print

Prints a debugging message on screen


21 0B - SetAI

Entity to be controlled

AI Mode

Initialize Immediately (T/F)

Entity to target (can be NULL)

Sets a Ship or Flight Group's AI pattern


21 0C - ClearAI

Entity to be cleared

Resets all AI intructions for an entity


21 0D - SetPatrolRoute

Entity to send to patrol route

Patrol route to follow

Sends a Ship to follow a patrol route


21 0E - SetPilot

Ship to host pilot

Pilot to fly ship

Assigns a pilot to fly a ship


21 0F - SetTriggerState

Entity owning trigger

Trigger type to enable/disable

TRUE for enable; FALSE for disable

Enables or disables the state of a trigger


21 10 - StartDirectorCam

Curve for camera to follow (or Ship for static cam)

Ship for camera to track (can be NULL)

Duration of camera (seconds)

Tracks curve to this ship's speed (can be NULL)

Ships to disable for duration

Sets the camera to start following a predefined path


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49 00 2C 00 28 05 48 2D 01 21 10

2C 99 2C 0E 28 06 48 2C 0E 21 10




21 11 - StartShipAnimation

Ship to animate

Animation Name

Starts a specific animation for a ship

2C 83 2B 08 DEPLOY 00 21 11

2C 09 2B 0C doors open 00 21 11

21 12 - ShipFollowCurve

Entity to follow curve

The curve for the entity to follow

Duration of movement (seconds)

Sets an ship/flight group to follow a predefined path


21 13 - SetupLaunch

Entity to be launched

Ship to launch from

Launch position

Sets up a ship ready to launch

2C 16 2C 00 28 01 21 13(mission 1)

21 14 - StartLaunch

Launches a ship


21 15 - DisplaySubTitle

21 16 - GText pilot define

Prints a subtitle so we can understand those foreign bods


21 17 - ResetCodePriority

Entity to have priorities reset

Clears/removes any priortiy order of the entity


21 18 - InterruptTriggerCode

Stops script execution, will resume when trigger re-enabled


21 19 - CommsFromShip

Ship sending comm

Head movement

CommsFromPilot


21 1A - SetInvulnerability

Ship concerned

Invulnerability (0 - non, 1 - player can hit, 2 - fully invulnerable, 3 - Eject before exploding)

Makes or stops a ship being invulnerable


21 1B - MovingShipFollowCurve*1b

Entity for curve to use as its start offset

21 1C - DisableObject

Entity concerned

True/False

Stops entities from being processed

2C 01 28 01 21 1C


21 1D - PositionRelative*1D

Entity to position

Ship/Point to use as relative marker

Positions an entity relative to a ship/point's movement


21 1E - WhenPlayerLastJumped*1E

Returns the number of seconds ago when the player jumped


21 1F - StartMissileCam*1F

Ship that fired missile

Starts director cam for a missile


21 20 - StartChaseCam*20

Ship to follow

Starts chase cam

21 21 - SetPlayerTarget*21

Player Ship

Ship to target

Sets player's target

2C 00 2C 07 21 21

21 22 - SetTargetable

Entity

true - object targetable, false - not targetable

Sets an entity to be targetable or not


21 23 - PlayMusic

Name of music file

True - Play Immediately, false - Fade old tune first

Play a Music Track

21 24 - StopDirectorCam*24

Stops the Current Director Camera


21 25 - SetActionCentre*25

Object to action around


21 26 - Radius of sphere - 0 for default*26

Sets the sphere for the action to be contained in.


21 27 - Ship to dock

Object ship is to dock to

Docking port

Dock Ship.


21 28 - DisableTaunts

true - Disable bad guy taunts

Stops bad guys from taunting the player


21 29 - Ship*28 2C 07 2C C5 28 00 21 28

Point to fly to

Speed (0 - Default)


21 2A - CommsFromShipOnce

8F  Play a movie in the comms window (without looping)

90  CommsFromPilotOnce


21 2B - DisableLights

True or False

Disable Object lights

2C 00 28 01 21 2B

21 2C - SetEnvironmentFX

Effect type to set

On(TRUE) or Off(FALSE)

Sets an environment effect

21 2D - MultiPlayerSync

Jay's shit


21 2E - DisableGenericComms

True - Disable all hard coded comms events

Stops hard coded comms events from triggering

21 2F - DisableGuns

TRUE - disable guns, FALSE enable guns

Disables guns

2C 00 28 01 21 2F

21 30 - SetNavPoint

Nav Point

Set Nav Point

21 31 - SetEscortPoint

Escort Point

Set Escort Point

21 32 - ResetAfterBurners

Reset the player's afterburner fuel

21 33 - DisableMissiles

TRUE - disable missiles, FALSE enable missiles

Disables missiles

2C 00 28 01 21 33

21 34 - DisableEngines

TRUE - disable engines, FALSE enable engines

Disables engines

21 35 - DisableEject

TRUE - disable eject, FALSE enable eject

Disables eject

2C 00 28 01 21 35

21 36 - SetHostile

true - entity(s) hostile, false - friendly

Sets entity(s) to be hostile or not

21 37 - ResetToSpawnPositions

Resets the player to a random spawn location (deathmatch only)

21 38 - UpdateEnvironmentFXState

Updates state of environment FX instead of waiting for next jump

21 39 - SetPrimaryTarget

Set Primary Target

21 3A - WaitForJumpOrLaunch

Wait for ships to finish jumping or launching

21 3B - DoNotDisturb

true - dont disturb, false - can disturb

Sets entity(s) so comms can/cant disturb them

21 3C - SetEnvironmentFXNebula

Index of nebula material (0..6)

Sets the nebula material and lighting

21 3D - StartShipAnimationReverse

Starts a specific animation for a ship in reverse


21 3E - SnapToPoint

Ship to move

Point to move to

Snaps a ship to a specific point


21 3F - PlayFostersLastStand

Plays the Foster's Last Stand movie!

21 40 - OpenInstrument

Instrument number to open

Opens up a window on the HUD

21 41 - CloseInstrument

Instrument number to close

Closes a window on the HUD

21 42 - DestroySubObject

SubObject to destroy

true - keep damaged model, false - no damaged model

Destroys Subobject

21 43 - SetObjective

Objective number

State(0=Inactive, 1=Active, 2=Current)

Sets a Mission Objective's status

21 44 - SetRescueProbabilities

Probability of Nanny Rescue    ( 1-100% )

Probability of Antanov Capture ( 1-100% )

Probability of being Destroyed ( 1-100% )

Sets an Ejected pod's chances of survival

28 00 28 00 28 00 21 44

21 45  IsShipThisPlayer

Ship to test

Returns TRUE if ship is the players ship

21 46  SetFlybackMarker

Range

Sets a Flyback marker on a ship or a group of ships after a set range

21 47  ResetFlybackMarker

Resets all flyback markers

21 48  StopShipAnimation

Ship to stop animation for

Stops a specific animation for a ship

21 49  SetShipAvoidance

TRUE - Disable Avoidance code, FALSE - Enable avoidance code

Enables/Disables ship avoidance for the ship(s)

21 4A - MatchSpeed

TRUE - Enable Match Speed, FALSE - Disable Match Speed

Enables/Disables Match Speed with target

21 4B - MovingShipBackupCurve


21 4C - WaitForKey

Key number to wait for

Stops script until key pressed

21 4D - TerminateMission

End the mission, and drop to death sequence

21 4E - TurretSetTarget

Turret

Entity to target

Sets the target for a ships turret

21 4F - SetAnyTriggerState

Trigger Type Number(for triggers of same type - Count from 0)

21 50 - WaitForDirectorCam

Waits for director cam to finish

21 51 - KillAllScriptExecutionExecptMe

DANGER DANGER:Cancels ALL current script execution except the caller


21 52 - StackDirectorCam


21 53 - Scanner

Object to scan for - NULL to disable

Sets the scanner off

2C 07 21 53

21 54 - ReplaceSubObject

SubObject to replace

Object to replace it with

Replaces subobject with another object


21 55 - Fire

Ship to fire

Duration

Fires ships guns


21 56 - MultiplayerScriptSync

Sync number

Syncs scripts


21 57 - FriendlyFire


21 58 - Entity to cloak

True - Cloak on, False - cloak off

21 59 - ReplenishWeapons

Replenish Weapons

21 5A - WillsBlag

Blag blag blag blag blag

21 5B - ShowHudIcon

Icon

0 - off, 1 - on, 2 - flash

Show Hud Icon

21 5C - DisableListing

true - stop listing, false - enable listing

Disable Listing

21 5D - DisableObjectAtNextJump

true - disable, false - enable

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

21 5E - DarrensNaughtyBlag

Darrens Naughty Blag


21 5F - Test_AI_Function

Testttt Param 1

Testttt Param 2

Test AI Function