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# Mission Script API
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This folder documents the API available to mission scripts. Mission scripts derive from `AMission` and are loaded by the game at runtime.
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Mission scripts also use additional types such as `LimbNames`, `NamedDamageTypes`, `Point2d`, and `Point3d`; those are summarized in [External Types](External-Types).
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## How mission scripts are loaded
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1. The game loads a **battle** (one `ABattle` instance) via `IScriptRemote.loadBattleScript`.
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2. Missions are attached with `loadMissionScript(fileName, missionNumber, scriptFileName)`, which instantiates a class named `Mission` that inherits from `AMission`.
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3. Each mission's `Init(battle, missionNumber)` is called; then the battle runs and invokes the mission's virtual `On*` methods in response to game events.
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## Documentation index
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### Core
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| Document | Description |
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|----------|-------------|
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| [Mission And Battle](Mission-And-Battle) | **AMission**, **ABattle**, **IBattle**, **DoTimeout** |
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| [Gameplay](Gameplay) | **IGamePlay** — main interface to the game (actors, HUD, triggers, section files, etc.) |
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| [Time And Difficulty](Time-And-Difficulty) | **ITime**, **DifficultySetting** |
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| [Player](Player) | **Player** |
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| [Events And Section File](Events-And-Section-File) | **GameEventId**, **ISectionFile** |
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| [Pathfinding And Terrain](Pathfinding-And-Terrain) | **RecalcPathState**, **PathType**, **LandTypes**, **IRecalcPathParams**, **ActorName** |
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| [Script Loading](Script-Loading) | **IScriptRemote**, **ScriptRemote** |
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| [External Types](External-Types) | Additional types used by missions (limbs, damage, geometry) |
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### World
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| Document | Description |
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|----------|-------------|
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| [World](World) | Index of world types |
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| [Actor Hierarchy](Actor-Hierarchy) | **AiActor**, **AiPerson**, **AiCart**, **AiGroup**, damage types, **CrewFunction** |
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| [Air](Air) | **AiAircraft**, **AiAirGroup**, air waypoints, enums, **EnemyAirInterf** |
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| [Ground](Ground) | **AiGroundActor**, **GroundStationary**, buildings, bomb explosion, enums |
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| [Triggers Spawns And Targets](Triggers-Spawns-And-Targets) | **AiTrigger**, **AiAction**, **AiBirthPlace**, **AiAirport**, **AiTarget**, **Regiment** |
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| [Time And User Labels](Time-And-User-Labels) | **ITime** (cross-link), **GPUserLabel**, **GPUserIconType** |
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## Quick start
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1. Create a class `Mission` that inherits from `AMission`.
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2. Override `OnBattleInit`, `OnBattleStarted`, and any `On*` events you need (e.g. `OnTrigger`, `OnActorCreated`, `OnAircraftKilled`).
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3. Use `GamePlay` (IGamePlay) for querying actors, triggers, spawning groups, HUD messages, and section files.
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4. Use `Time` (ITime) for game time and tick conversion (e.g. with `Timeout`).
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Reference the API documented here when building your mission script project.
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