0 PrintShipName
1 Test Param 1
2 Test Param 2
3 Test Function
4 CreateTimer
5 Unique ID to identify timer
6 Function to execute when timer activates
7 Number of seconds before timer activates
8 Number of activations (0 == continuous)
9 Creates a timer to invoke a function
A DestroyTimer
B Unique ID of timer to be destroyed
C Destroys all timers associated with a function
21 03 - D CreateFlightGroup 21 03
E Flight Group name to initialize
F Initializes a flight group
21 04 - 10 DestroyFlightGroup
11 Flight Group name to destroy
12 Destroys a flight group
13 Number of Seconds to wait*05
14 Stop Executing for N Seconds
15 PlaySpeech 2a* 06
16 Name of speech file
17 Play a speech file
18 WaitForSpeech
19 Pause script until speech is complete
1A PlayCommsMovie*07
1B Name of movie file
1C GText thingy hangover err....*08
1D Play a movie in the comms window*09
1E WaitForMovie*0B
1F Pause script until comms movie is complete
20 PrintDebugMessage*0A
21 Text to print
22 Prints a debugging message on screen
23 SetAI*0B
24 Entity to be controlled
25 AI Mode
26 Initialize Immediately (T/F)
27 Entity to target (can be NULL)
28 Sets a Ship or Flight Group's AI pattern
29 ClearAI*0C
2A Entity to be cleared
2B Resets all AI intructions for an entity
2C SetPatrolRoute*0D
2D Entity to send to patrol route
2E Patrol route to follow
2F Sends a Ship to follow a patrol route
30 SetPilot*0E
31 Ship to host pilot
32 Pilot to fly ship
33 Assigns a pilot to fly a ship
34 SetTriggerState*0F
35 Entity owning trigger
36 Trigger type to enable/disable
37 TRUE for enable; FALSE for disable
38 Enables or disables the state of a trigger
39 StartDirectorCam*10 2C 24 2D 00 21 10 (mission 1)
3A Curve for camera to follow (or Ship for static cam)
3B Ship for camera to track (can be NULL)
3C Duration of camera (seconds)
3D Tracks curve to this ship's speed (can be NULL)
3E Ships to disable for duration
3F Sets the camera to start following a predefined path
40 StartShipAnimation*11
41 Ship to animate
42 Animation Name
43 Starts a specific animation for a ship
44 ShipFollowCurve*12
45 Entity to follow curve
46 The curve for the entity to follow
47 Duration of movement (seconds)
48 Sets an ship/flight group to follow a predefined path
49 SetupLaunch*13 example: 2C 16 2C 00 28 01 21 13(mission 1)
4A Entity to be launched
4B Ship to launch from
4C Launch position
4D Sets up a ship ready to launch
*4E StartLaunch*14
4F Launches a ship
50 DisplaySubTitle*15
51 GText pilot define 16
52 Prints a subtitle so we can understand those foreign bods
53 ResetCodePriority*17
54 Entity to have priorities reset
55 Clears/removes any priortiy order of the entity
56 InterruptTriggerCode*18
57 Stops script execution, will resume when trigger re-enabled
58 CommsFromShip*19
59 Ship sending comm
5A Head movement
5B CommsFromPilot
5C SetInvulnerability*1a
5D Ship concerned
5E Invulnerability (0 - non, 1 - player can hit, 2 - fully invulnerable, 3 - Eject before exploding)
5F Makes or stops a ship being invulnerable
60 MovingShipFollowCurve*1b
61 Entity for curve to use as its start offset
62 DisableObject*1C 2C 01 28 01 21 1C
63 Entity concerned*1C
64 True/False
65 Stops entities from being processed
66 PositionRelative*1D
67 Entity to position
68 Ship/Point to use as relative marker
69 Positions an entity relative to a ship/point's movement
6A WhenPlayerLastJumped*1E
6B Returns the number of seconds ago when the player jumped
6C StartMissileCam*1F
6D Ship that fired missile
6E Starts director cam for a missile
6F StartChaseCam*20
70 Ship to follow
71 Starts chase cam
72 SetPlayerTarget*21
73 Player Ship
74 Ship to target
75 Sets player's target
76 SetTargetable
77 Entity*22
78 true - object targetable, false - not targetable
79 Sets an entity to be targetable or not
7A PlayMusic*23
7B Name of music file
7C True - Play Immediately, false - Fade old tune first
7D Play a Music Track
7E StopDirectorCam*24
7F Stops the Current Director Camera
80 SetActionCentre*25
81 Object to action around
82 Radius of sphere - 0 for default*26
83 Sets the sphere for the action to be contained in.
84 Ship to dock*27
85 Object ship is to dock to
86 Docking port
87 Dock Ship.
88 DisableTaunts*28
89 true - Disable bad guy taunts
8A Stops bad guys from taunting the player
8B Ship*29
8C Point to fly to
8D Speed (0 - Default)
8E CommsFromShipOnce*2a
8F Play a movie in the comms window (without looping)
90 CommsFromPilotOnce
21 2b - 91 DisableLights
92 True or False
93 Disable Object lights
94 SetEnvironmentFX*2c
95 Effect type to set
96 On(TRUE) or Off(FALSE)
97 Sets an environment effect
98 MultiPlayerSync*2d
99 Jay's shit
21 2e - 9A DisableGenericComms*2e
9B True - Disable all hard coded comms events
9C Stops hard coded comms events from triggering
21 2f - 9D DisableGuns
9E TRUE - disable guns, FALSE enable guns
9F Disables guns
A0 SetNavPoint*30
A1 Nav Point
A2 Set Nav Point
A3 SetEscortPoint*31
A4 Escort Point
A5 Set Escort Point
21 32 - A6 ResetAfterBurners
A7 Reset the player's afterburner fuel
21 33 - A8 DisableMissiles
A9 TRUE - disable missiles, FALSE enable missiles
AA Disables missiles
21 34 - AB DisableEngines
AC TRUE - disable engines, FALSE enable engines
21 34 AD Disables engines
21 35 AE DisableEject
AF TRUE - disable eject, FALSE enable eject
B0 Disables eject
21 36 B1 SetHostile
B2 true - entity(s) hostile, false - friendly
B3 Sets entity(s) to be hostile or not
21 37 B4 ResetToSpawnPositions
B5 Resets the player to a random spawn location (deathmatch only)
B6 UpdateEnvironmentFXState*38
B7 Updates state of environment FX instead of waiting for next jump
B8 SetPrimaryTarget*39
B9 Set Primary Target
21 3A - BA WaitForJumpOrLaunch
BB Wait for ships to finish jumping or launching
21 3B - BC DoNotDisturb
BD true - dont disturb, false - can disturb
BE Sets entity(s) so comms can/cant disturb them
21 3C - BF SetEnvironmentFXNebula
C0 Index of nebula material (0..6)
C1 Sets the nebula material and lighting
21 3D - C2 StartShipAnimationReverse
C3 Starts a specific animation for a ship in reverse
C4 SnapToPoint
C5 Ship to move
C6 Point to move to
C7 Snaps a ship to a specific point
21 3F - C8 PlayFostersLastStand
C9 Plays the Foster's Last Stand movie!
21 40 - CA OpenInstrument
CB Instrument number to open
CC Opens up a window on the HUD
21 41 - CD CloseInstrument
CE Instrument number to close
CF Closes a window on the HUD
D0 DestroySubObject*42
D1 SubObject to destroy
D2 true - keep damaged model, false - no damaged model
D3 Destroys Subobject
D4 SetObjective*43
D5 Objective number
D6 State(0=Inactive, 1=Active, 2=Current)
D7 Sets a Mission Objective's status
21 44 - D8 SetRescueProbabilities ex. %100 antonov capture (28 00 28 00 28 00 21 44 - SET FIRST ZERO, SECOND ZERO, THIRD ZERO)
D9 Probability of Nanny Rescue ( 1-100% )
DA Probability of Antanov Capture ( 1-100% )
DB Probability of being Destroyed ( 1-100% )
DC Sets an Ejected pod's chances of survival
DD IsShipThisPlayer*45
DE Ship to test
DF Returns TRUE if ship is the players ship
E0 SetFlybackMarker*46
E1 Range
E2 Sets a Flyback marker on a ship or a group of ships after a set range
E3 ResetFlybackMarker*47
E4 Resets all flyback markers
E5 StopShipAnimation*48
E6 Ship to stop animation for
E7 Stops a specific animation for a ship
E8 SetShipAvoidance*49
E9 TRUE - Disable Avoidance code, FALSE - Enable avoidance code
EA Enables/Disables ship avoidance for the ship(s)
21 4A - EB MatchSpeed
EC TRUE - Enable Match Speed, FALSE - Disable Match Speed
ED Enables/Disables Match Speed with target
21 4B - EE MovingShipBackupCurve
21 4c - EF WaitForKey
F0 Key number to wait for
F1 Stops script until key pressed
21 4d - F2 TerminateMission
F3 End the mission, and drop to death sequence
F4 TurretSetTarget*4e
F5 Turret
F6 Entity to target
F7 Sets the target for a ships turret
F8 SetAnyTriggerState*4f
F9 Trigger Type Number(for triggers of same type - Count from 0)
FA WaitForDirectorCam*50
FB Waits for director cam to finish
FC KillAllScriptExecutionExecptMe*51
FD DANGER DANGER:Cancels ALL current script execution except the caller
FE StackDirectorCam*52
FF Scanner*53
100 Object to scan for - NULL to disable
101 Sets the scanner off
102 ReplaceSubObject*54
103 SubObject to replace
104 Object to replace it with
105 Replaces subobject with another object
106 Fire*55
107 Ship to fire
108 Duration
109 Fires ships guns
10A MultiplayerScriptSync*56
10B Sync number
10C Syncs scripts
10D FriendlyFire*57
10E Entity to cloak*58
10F True - Cloak on, False - cloak off
110 ReplenishWeapons*59
111 Replenish Weapons
112 WillsBlag*5a
113 Blag blag blag blag blag
114 ShowHudIcon*5b
115 Icon
116 0 - off, 1 - on, 2 - flash
117 Show Hud Icon
118 DisableListing*5c
119 true - stop listing, false - enable listing
11A Disable Listing
11B DisableObjectAtNextJump*5d
11C true - disable, false - enable
11D Disables/enables object (e.g. planet) when the next jump/warp is made
11E DarrensNaughtyBlag*5e
11F Darrens Naughty Blag
120 Test_AI_Function*5f
121 Testttt Param 1
122 Testttt Param 2
123 Test AI Function