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 ?
