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Calls the artillery support for the specified army
Syntax:
ArtSupportCall ( <ArmyID> <ObjectType> , <ObjectID>
<ArmyID> - identifier of the army (an integer constant or variable).
<ObjectType> - "UNIT" || "GROUP" || "POINT" || "RECT"
<ObjectID> - identifier of an object of the specified type (a constant or variable)
Example:
[Trigger]
ArtSupportCall ( 1 , RECT , "Rect" )
Halt
[Trigger]
SET @@GlobalRect = "Rect"
ArtSupportCall ( 2 , RECT , @@GlobalRect )
Halt
[Trigger]
SET @ArtSupportArmy = 2
ArtSupportCall (@ArtSupportArmy , RECT , 'Rect3' )
Halt
Enables or disables the given artillery support for the specified army; all the artillery support types are disabled by default
Syntax:
ArtSupportChangeState ( <ArmyID> <State>
<ArmyID> - identifier of the army (an integer constant or variable)
<State> - "ENABLE" || "DISABLE"
Example:
[Trigger]
ArtSupportChangeState ( 1 , ENABLE )
// The artillery support is enabled for army 1
Halt
[Trigger]
SET @@GlobalArmyPlayer = 1
ArtSupportChangeState (@@GlobalArmyPlayer , DISABLE )
// The artillery support is disabled for army 1
Halt
Returns the string "TRUE" if the artillery support is currently called by the specified army and "FALSE" otherwise.
Syntax:
ArtSupportIsCalled ( <ArmyID>
<ArmyID> - identifier of the army (an integer constant or variable)
Example:
[Trigger]
SET @flag = ArtSupportIsCalled )
// The local variable num is set to the value TRUE or FALSE depending upon whether the artillery support is called or is not called by army 1
If ( @flag = "TRUE" ) then
Delay )
endif
Halt
[Trigger]
SET @@GlobalArmyPlayer = 1
SET @flag = ArtSupportIsCalled (@@GlobalArmyPlayer )
// The local variable num is set to the value TRUE or FALSE depending upon whether the artillery support is called or is not called by army 1
If ( @flag = "FALSE" ) then
Delay )
endif
Halt
Enables or disables the given air support for the specified army; all the air support types are disabled by default
Syntax:
AviaSupportChangeState ( <ArmyID> <AviaSupportType> <State>
<ArmyID> - identifier of the army
<AviaSupportType> - "ALL" || "BATTLEPLANE" || "FIGHTER" || "RECON". Air support type
<State> - "ENABLE" || "DISABLE"
Example:
[Trigger]
AviaSupportChangeState ( 1 , BATTLEPLANE , ENABLE )
// The battleplane is enabled for army 1
Halt
[Trigger]
SET @ArmyPlayer = 2
AviaSupportChangeState ( @ArmyPlayer , BATTLEPLANE , DISABLE )
// The battleplane is disabled for army 2
Halt
Calls the air support for the specified army
Syntax:
AviaSupportCall ( <ArmyID> <AviaSupportType> <ObjectType> , <ObjectID>
<ArmyID> - identifier of the army (an integer constant or variable).
<AviaSupportType> - "BATTLEPLANE" || "FIGHTER" || "RECON" air support type
<ObjectType> - "UNIT" || "GROUP" || "POINT" || "RECT"
<ObjectID> - identifier of an object of the specified type (a constant or variable)
Example:
[Trigger]
AviaSupportCall ( 1 , BATTLEPLANE , RECT, "Rect" )
// Army 1 calls ground attack planes to the named rectangular
Halt
[Trigger]
SET @Rect = "RectToDestroy"
AviaSupportCall ( 1 , BATTLEPLANE , RECT , @Rect )
// Army 1 calls ground attack planes to the named rectangular "RectToDestroy"
Halt
Returns the type of the latest air support called for the specified army
Syntax:
AviaSupportGetCurrentType ( <ArmyID>
<ArmyID> - identifier of the army (an integer constant or variable).
The returned value:
Air support type:
"BATTLEPLANE" || "FIGHTER" || "RECON" || "NONE"
Example:
[Trigger]
SET @flag = AviaSupportGetCurrentType )
// The local variable num is set to the value of the air support called by army 1
If ( @flag = "BATTLEPLANE" ) then
// If the type of the air support called by army 1 is ground attack planes then army 2 calls fighters to the given point
AviaSupportCall ( 2 , FIGHTER , POINT , "Point" )
endif
Halt
[Trigger]
SET @ArmyIndex = 1
SET @flag = AviaSupportGetCurrentType ( @ArmyIndex )
// The local variable num is set to the value of the air support called by army 1
If ( @flag = "BATTLEPLANE" ) then
// If the type of the air support called by army 1 is a ground attack plane then army 2 calls fighters to the given point
AviaSupportCall ( 2 , FIGHTER , POINT , "Point" )
endif
Halt
Checks if there is any alive unit the called avia support has.
Syntax
AviaSupportIsAvailable ( <ArmyID>
<ArmyID> - identifier of the army (an integer constant or variable).
The return value
TRUE FALSE
Syntax:
MortarSupportCall ( <ArmyID> <ObjectType> , <ObjectID>
The procedure is similar to ArtSupportCall, but is used for the mortar support.
Syntax:
MortarSupportChangeState ( <ArmyID> <State>
The procedure is similar to ArtSupportChangeState, but is used for the mortar support.
Syntax:
MortarSupportIsCalled ( <ArmyID>
The function is similar to MortarSupportIsCalled, but is used for the mortar support.
Places a unit, group, or army into the mission; in this case only the units that were in SLEEP state are deployed
Syntax:
ReinforcementLand ( <ObjectType> <ObjectID> )
<ObjectType> - "UNIT" || "GROUP" || "ARMY"
<ObjectID> - identifier of an object of the specified type (a constant or variable)
This function/procedure uses the army identifier set with the help of the procedure SetWorkArmy with no influence exerted upon ObjectType - "ARMY"
Example:
[Trigger]
ReinforcementLand ( GROUP , 'Group' )
// The sleeping group named Group is added to the mission; it changes its sleeping state to active
Halt
[Trigger]
SET @sleepingUnit = 12
ReinforcementLand ( UNIT , @sleepingUnit )
// The sleeping unit 12 is added to the mission and it changes its sleeping state to active
Halt
Removes a unit, group, or army from the mission
Syntax:
ReinforcementDestroy (<ObjectType> , <ObjectID>
<ObjectType> - "UNIT" || "GROUP" || "ARMY"
<ObjectID> - identifier of an object of the specified type (a constant or variable)
This function/procedure uses the army identifier set with the help of the procedure SetWorkArmy with no influence exerted upon ObjectType - "ARMY"
Example:
[Trigger]
ReinforcementDestroy ( 1 , GROUP , 'Group' )
// The group named Group is removed from the mission
Halt
[Trigger]
SET @unitToDestroy = 17
ReinforcementDestroy ( 1 , UNIT , @unitToDestroy )
// Removes unit 17 from the mission
Halt
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