diff --git a/Mission-Script-API.md b/Mission-Script-API.md deleted file mode 100644 index f325604..0000000 --- a/Mission-Script-API.md +++ /dev/null @@ -1,46 +0,0 @@ -# Mission Script API - -This folder documents the API available to mission scripts. Mission scripts derive from `AMission` and are loaded by the game at runtime. - -Mission scripts also use additional types such as `LimbNames`, `NamedDamageTypes`, `Point2d`, and `Point3d`; those are summarized in [External Types](External-Types). - -## How mission scripts are loaded - -1. The game loads a **battle** (one `ABattle` instance) via `IScriptRemote.loadBattleScript`. -2. Missions are attached with `loadMissionScript(fileName, missionNumber, scriptFileName)`, which instantiates a class named `Mission` that inherits from `AMission`. -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. - -## Documentation index - -### Core - -| Document | Description | -|----------|-------------| -| [Mission And Battle](Mission-And-Battle) | **AMission**, **ABattle**, **IBattle**, **DoTimeout** | -| [Gameplay](Gameplay) | **IGamePlay** — main interface to the game (actors, HUD, triggers, section files, etc.) | -| [Time And Difficulty](Time-And-Difficulty) | **ITime**, **DifficultySetting** | -| [Player](Player) | **Player** | -| [Events And Section File](Events-And-Section-File) | **GameEventId**, **ISectionFile** | -| [Pathfinding And Terrain](Pathfinding-And-Terrain) | **RecalcPathState**, **PathType**, **LandTypes**, **IRecalcPathParams**, **ActorName** | -| [Script Loading](Script-Loading) | **IScriptRemote**, **ScriptRemote** | -| [External Types](External-Types) | Additional types used by missions (limbs, damage, geometry) | - -### World - -| Document | Description | -|----------|-------------| -| [World](World) | Index of world types | -| [Actor Hierarchy](Actor-Hierarchy) | **AiActor**, **AiPerson**, **AiCart**, **AiGroup**, damage types, **CrewFunction** | -| [Air](Air) | **AiAircraft**, **AiAirGroup**, air waypoints, enums, **EnemyAirInterf** | -| [Ground](Ground) | **AiGroundActor**, **GroundStationary**, buildings, bomb explosion, enums | -| [Triggers Spawns And Targets](Triggers-Spawns-And-Targets) | **AiTrigger**, **AiAction**, **AiBirthPlace**, **AiAirport**, **AiTarget**, **Regiment** | -| [Time And User Labels](Time-And-User-Labels) | **ITime** (cross-link), **GPUserLabel**, **GPUserIconType** | - -## Quick start - -1. Create a class `Mission` that inherits from `AMission`. -2. Override `OnBattleInit`, `OnBattleStarted`, and any `On*` events you need (e.g. `OnTrigger`, `OnActorCreated`, `OnAircraftKilled`). -3. Use `GamePlay` (IGamePlay) for querying actors, triggers, spawning groups, HUD messages, and section files. -4. Use `Time` (ITime) for game time and tick conversion (e.g. with `Timeout`). - -Reference the API documented here when building your mission script project.