These values are used to represent numbers that are constant throughout the game. ; NULLOBJECT

used to check that a BASEOBJECT/FEATURE/STRUCTURE has been assigned by a function.

; NULLTEMPLATE

used to check that a TEMPLATE has been assigned by a function.

; NULLSTAT

used to check that a BASESTAT has been assigned by a function.

; BARBARIAN1

This can used to represent enemy1 (PC:player 6, PSX:player2).

; BARBARIAN2

This can used to represent enemy2 (PC:player 7, PSX:player3).

BUTTONID

These values are used when a particular reticule button needs to be identified. ; OPTIONS

Currently references the command button.

; CANCEL

The cancel button.

; BUILD

The button for the construction menu.

; MANUFACTURE

The button for the production menu.

; RESEARCH

The button for the research menu.

; INTELMAP

The button for the intelligence screen.

; DESIGN

The button for the unit design menu.

; COMMAND

The button for the commander management menu.

When flashing an icon (with scrFlashOn() and scrFlashOff()) you can additionally use: ; IDRET_OPTIONS

The option button.

; IDRET_CANCEL

The cancel button.

; IDRET_BUILD

The button for the construction menu.

; IDRET_MANUFACTURE

The button for the production menu.

; IDRET_RESEARCH

The button for the research menu.

; IDRET_INTEL_MAP

The button for the intelligence screen.

; IDRET_DESIGN

The button for the unit design menu.

; IDRET_COMMAND ; IDDES_TEMPLSTART ; IDDES_SYSTEMBUTTON

The button for system turrets in the design menu.

; IDDES_BODYBUTTON

The button for bodies in the design menu.

; IDDES_PROPBUTTON

The button for propulsions in the design menu.

MESSAGETYPE

These values are used when a type of message needs to be identified. ; RES_MSG

Research message.

; CAMP_MSG

Campaign message.

; MISS_MSG

Mission message.

; PROX_MSG

Multiplayer alliance types

; NO_ALLIANCES

Alliances are disallowed.

; ALLIANCES

Alliances are allowed

; ALLIANCES_TEAMS

Locked alliances.

MISSIONTYPE

These values are used when the type of mission needs to be identified. ; CAMP_START

used for the starting point of a campaign

; CAMP_EXPAND

used to expand a current campaign map

; OFF_KEEP

used to load up an off world map, but keeping access to factories and research facilities back at home base

; OFF_CLEAR

used to load up an off world map, but having no access to home base

; LZ_COMPROMISED_TIME

value to set the reinforcement time with to display '--:--' when the Transporter is unable to land

Droid orders

; DORDER_NONE

No order assigned.

; DORDER_STOP

Stop current order.

; DORDER_RETREAT

Retreat.

; DORDER_DESTRUCT

Self-destruct.

; DORDER_RTR

Return to repair.

; DORDER_RTB

Return to base.

; DORDER_RUN

Run away for a bit (moral failure).

; DORDER_MOVE

Move to location.

; DORDER_ATTACK

Attack the object.

; DORDER_HELPBUILD

Help construct the object.

; DORDER_DEMOLISH

Demolish structure.

; DORDER_REPAIR

Repair structure.

; DORDER_OBSERVE

Keep a target in sensor range. Sensor units only.

; DORDER_EMBARK

Get onto a transport.

; DORDER_FIRESUPPORT

Follow this sensor unit and attack anything it DORDER_OBSERVE's.

; DORDER_SCOUT

Same as move, but stop if enemy units are encountered.

Unit secondary orders (DSO)

; DSO_ATTACK_RANGE ; DSO_REPAIR_LEVEL ; DSO_ATTACK_LEVEL ; DSO_RECYCLE ; DSO_PATROL

Patrol between current position and next move target.

; DSO_HALTTYPE

What to do when stopped.

; DSO_RETURN_TO_LOC

Return to various locations.

Unit secondary states (DSS)

; DSS_ARANGE_SHORT ; DSS_ARANGE_LONG ; DSS_ARANGE_DEFAULT ; DSS_REPLEV_LOW

Medium Damage Taken

; DSS_REPLEV_HIGH

Heavy Damage Taken

; DSS_REPLEV_NEVER

Never Repair

; DSS_ALEV_ALWAYS ; DSS_ALEV_ATTACKED ; DSS_ALEV_NEVER ; DSS_PATROL_SET

0 to clear

; DSS_HALT_HOLD ; DSS_HALT_GUARD ; DSS_HALT_PERSUE ; DSS_RECYCLE_SET

0 to clear

; DSS_RTL_REPAIR

0 to clear

; DSS_RTL_BASE

0 to clear

; DSS_RTL_TRANSPORT

0 to clear

Unit types

; DROID_WEAPON

Weapon unit

; DROID_SENSOR

Sensor unit

; DROID_ECM

ECM unit

; DROID_CONSTRUCT

Constructor unit

; DROID_PERSON

Person

; DROID_CYBORG

(Super) cyborg

; DROID_TRANSPORTER

Transporter

; DROID_COMMAND

Commander unit

; DROID_REPAIR

Repair unit

; DROID_CYBORG_CONSTRUCT

Cyborg engineer

; DROID_CYBORG_REPAIR

Cyborg mechanic

Structure types

; REF_HQ

Command centre

; REF_FACTORY

Factory

; REF_FACTORY_MODULE

Factory module

; REF_POWER_GEN

Power generator

; REF_POWER_MODULE

Power module

; REF_RESOURCE_EXTRACTOR

Oil derrick

; REF_DEFENSE

Defensive structure

; REF_WALL

Wall

; REF_WALLCORNER

Corner wall (no weapon)

; REF_RESEARCH

Research facility

; REF_RESEARCH_MODULE

Research module

; REF_REPAIR_FACILITY

Repair facility

; REF_COMMAND_CONTROL

Command relay centre

; REF_CYBORG_FACTORY

Cyborg factory

; REF_VTOL_FACTORY

VTOL Factory

; REF_REARM_PAD

VTOL rearming pad

; REF_MISSILE_SILO

Missile silo

Multiplayer Game Types

; SKIRMISH ; DMATCH ; CAMPAIGN ; TEAMPLAY

Multiplayer base configurations

; CAMP_CLEAN

Build units only

; CAMP_BASE

Small base

; CAMP_WALLS

Defensive base

Cursor modes

Possible values of cursorType: ; IMAGE_CURSOR_SELECT ; IMAGE_CURSOR_ATTACK ; IMAGE_CURSOR_MOVE ; IMAGE_CURSOR_JAM ; IMAGE_CURSOR_PICKUP ; IMAGE_CURSOR_DEFAULT ; IMAGE_CURSOR_SEEKREPAIR ; IMAGE_CURSOR_BUILD ; IMAGE_CURSOR_GUARD ; IMAGE_CURSOR_BRIDGE ; IMAGE_CURSOR_ATTACH ; IMAGE_CURSOR_LOCKON ; IMAGE_CURSOR_FIX ; IMAGE_CURSOR_EMBARK

Game modes

Possible values for intMode external variable. ; int_NORMAL

Standard mode (just the reticule).

; int_OPTION

Option screen.

; int_EDITSTAT

Stat screen up for placing objects.

; int_EDIT

Edit mode.

; int_OBJECT

Object screen.

; int_STAT

Object screen with stat screen.

; int_CMDORDER

Object screen with command units and orders screen.

; int_DESIGN

Design screen.

; int_INTELMAP

Intelligence Map.

; int_ORDER ; int_INGAMEOP

In-game options.

; int_TRANSPORTER

Loading/unloading a Transporter.

; int_MISSIONRES

Results of a mission display.

; int_MULTIMENU

Multiplayer only, player stats etc.

Options for getGameStatus()

; STATUS_ReticuleIsOpen

Returns true is the reticule is open

; STATUS_BattleMapViewEnabled

Returns true if we are in battle map mode.

Values for targetedObjectType

; MT_TERRAIN ; MT_RESOURCE ; MT_BLOCKING ; MT_RIVER ; MT_TRENCH ; MT_OWNSTRDAM ; MT_OWNSTROK ; MT_OWNSTRINCOMP ; MT_REPAIR ; MT_REPAIRDAM ; MT_ENEMYSTR ; MT_TRANDROID ; MT_OWNDROID ; MT_OWNDROIDDAM ; MT_ENEMYDROID ; MT_COMMAND ; MT_ARTIFACT ; MT_DAMFEATURE ; MT_SENSOR ; MT_WRECKFEATURE

Structure target preference types

; ST_HQ ; ST_FACTORY ; ST_POWER_GEN ; ST_RESOURCE_EXTRACTOR ; ST_WALL ; ST_RESEARCH ; ST_REPAIR_FACILITY ; ST_COMMAND_CONTROL ; ST_CYBORG_FACTORY ; ST_VTOL_FACTORY ; ST_REARM_PAD ; ST_SENSOR ; ST_DEF_GROUND ; ST_DEF_AIR ; ST_DEF_IDF ; ST_DEF_ALL

Ground/air/IDF structures

Unit target preference types

Turret types

; DT_COMMAND ; DT_SENSOR ; DT_CONSTRUCT ; DT_REPAIR ; DT_WEAP_GROUND ; DT_WEAP_AIR ; DT_WEAP_IDF ; DT_WEAP_ALL

Ground/air/IDF units.

Body types

; DT_LIGHT ; DT_MEDIUM ; DT_HEAVY ; DT_SUPER_HEAVY

Transporter only

Propulsion types

; DT_TRACK ; DT_HTRACK ; DT_WHEEL ; DT_LEGS ; DT_GROUND ; DT_VTOL ; DT_HOVER

Group types

; GT_NORMAL ; GT_COMMAND ; GT_TRANSPORTER

{{Scripting manual}} Category:Scripting manual ?