STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

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Lua code list Functions
By Nomada_Firefox
This a recopilation from all the lua code list functions in the EAW. It was added several years ago into Alpha Blue web site and it can be very useful.

It was made by other guy, years ago. I have not intention from to get credit from it. However, because I am one of the last Alpha Blue members with all the good stuff saved in my computer, probably I am one of the last who he can publish it. Better published than not published.

About other tips. Remember. The game uses lua in the scripts but it is not normal lua, many things probably they will not run as they suppose to run. I recomend you test everything.
   
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StoryGlobale:
StoryGlobale:
------------
State-Funktions parameter P0, Werte: OnEnter, OnUpdate, OnExit
- which is when?

!!! function Story_Mode_Service()
- it seems as if this function is executed repeatedly, to check specific criteria

ScriptExit()
- terminates the script
StoryModeEvents = {Blabla_00 = State_Blabla_00}
- assigns StoryEvents to script function
GetCurrentTime()
- returns current time (system time?, ingame time?, I guess the last, because it looks like it is used with seconds)
Find_All_Objects_Of_Type("XXX") - XXX object name
- returns an array with all found objects
Find_First_Object("XXX") - XXX name of a GameObjects
- returns the first found object
Find_Player("XXX") - XXX for Empire, Rebel, Pirates ...
- returns the according GameObject (PlayerObject)
FindPlanet("XXX") - XXX Planetenname
- returns the according GameObject (PlanetObject)
TestValid(X) - GameObject
-
Add_Planet_Highlight(XXX, "0") - XXX PlanetObject
-
Remove_Planet_Highlight("0")
-
Get_Story_Plot("XXX") - XXX Story_bla.xml
-
Story_Event("XXX") - XXX Eventname
- triggers StoryEvent
Find_Hint("XXX", "YYY") - XXX object from the tactical map, YYY - hint
- to find certain locations on the tactical map, objects with same type can be distinguished with hints?
Find_All_Objects_With_Hint("XXX") - XXX hint
-
Add_Radar_Blip(XXX, "YYY") - XXX object, YYY new hint?
-
Rotate_Camera_By(180, 30) - X angular degree, Y time in seconds
- rotates camera around targeted point
Letter_Box_In(0)
-
Letter_Box_Out(0.5);
-
Suspend_AI(X) - X 0 or 1
- puts KI off or on
Lock_Controls(X) - X 0 or 1
- puts controls off or on
Create_Thread("XXX") - XXX function name
-
Create_Thread("XXX", Y) - XXX function name, Y parameter
-
Sleep(X) - X seconds
- suspends the thread for the given time
GlobalValue.Set("XXX", Y) - XXX name of variable, Y value
- not the same variables as in XML !?
- XXX values: Allow_AI_Controlled_Fog_Reveal

Hide_Object(X, Y) - X object, Y 0 or 1
Hide_Sub_Object(X, Y, "ZZZ") - X object, Y 0 or 1, ZZZ SubObject name (also .alo possible)
-
Do_End_Cinematic_Cleanup()
-
Register_Timer(X, Y) - X function, Y integer delay time
- function is executed after given time
Register_Death_Event(X, Y) - X object, Y function
- function to be executed after the death of the object?
Find_Nearest(X, Y, Z) - X object, Y PlayerObject owner, Z true/false ? mostly true
-
Find_Nearest(MainForce, "Structure", PlayerObject, true)
Find_Nearest(Target, "Prop_Good_Ground_Area")
Find_Nearest(Object,"TYP-STRING")

Assemble_Fleet(X) - X return value of SpawnList
- returns FleetObject
Find_Path(X, Y, Z) - X PlayerObject, Y PlanetObject(start), Z PlanetObject(target)
- returns list of PlanetObjects ([0]start, [1]next planet, ect.)
Find_Object_Type("XXX") - XXX object name
- returns type of object
ReinforceList(X, Y, Z, true, true) - X list of UnitObjectNames, Y object (SpawnPosition), Z PlayerObject
table.getn(X) - X array aka table aka list
- retuns number of objects in given list
FogOfWar.Reveal(X, Y, 200000, 200000) - X PlayerObject, Y PositionObject,
- returns fogid
GameRandom.GetFloat()
- returns a random float value between 0.0 und 1.0
GameRandom(X,Y) X integer, Y integer
- returns a random integer value between X and Y (both inclusive)
PlayerObject:
.Enable_Advisor_Hints("XXX", Y) - XXX for space, ground, Y false or true
-
.Get_ID()
- returns ID of PlayerObject
.Get_Enemy()
.Get_Type()
.Select_Object(X) - X object
.Enable_As_Actor()
.Retreat()
.Get_Name()
.Get_Faction_Name()
.Get_Tech_Level()
.Is_Human()
.Give_Random_Sliceable_Tech()
.Give_Money(X) - X credits
PlanetObject:
.Get_Owner()
- returns PlayerObject (applicable for most objects)
.Get_Is_Planet_AI_Usable()
.Get_Game_Object()
.Get_Type()
.Get_Final_Blow_Player()
UnitObject:
.Despawn()
- removes the object from game
.Get_Planet_Location()
- returns PlanetObject
.Move_To(XXX) - XXX object
- (also applicable for PlayerObject)
.Get_Position()
- returns Position(Object)
.Enable_behavior(X, Y) - X number of behavior, Y false or true

.Is_Under_Effects_Of_Ability("XXX") - XXX AbilityName
- returns true or false
.Activate_Ability()
.Activate_Ability("XXX", Y) - XXX AbilityName, Y false or true
-
.Activate_Ability("XXX", Y) - XXX AbilityName, Y object
-
.Reset_Ability_Counter()
-
.Set_Single_Ability_Autofire("XXX", Y) - XXX AbilityName, Y false or true
.Is_Ability_Active("XXX") - XXX AbilityName
.Is_Ability_Ready("XXX") - XXX AbilityName
.Has_Ability("XXX") - XXX AbilityName

.Get_Hull()
- returns x.x -> 1.0 = 100%?
.Take_Damage(X) - X damage points
-
.Take_Damage(X, "YYY") - X damage points, Y hardpoint
.Get_Shield()
- returns x.x -> 1.0 = 100%?
.Are_Engines_Online()
- retruns true or false
.Override_Max_Speed(X.X) X velocity?
- new value for max velocity?
.Guard_Target(XXX) - XXX PositionsObject

.Suspend_Locomotor(X) - X false or true
- movability on or off?
.Cinematic_Hyperspace_In(X) - X integer time
-
.Prevent_AI_Usage(X) - X false or true
-
.Hide(X) - X false or true
-
.Play_Animation("cinematic", true, 2)
-
.Change_Owner(XXX) - XXX PlayerObject (new owner)
-
.In_End_Cinematic(X) - X false or true
- shall object be displaed in Cinematic?
.Teleport(X) - X (Positions)Object
-
.Face_Immediate(X) - X (Positions)Object
- (also for PlayerObject)
.Prevent_Opportunity_Fire(X) - X false or true
- fire at will?
.Make_Invulnerable(X) - X false or true
-
.Stop()
.Set_Check_Contested_Space(X) - X false or true
.Get_Parent_Object()
- for fleets this is a PlanetObject, for ground forces it's the transport?
.Attack_Target(X) - X Object
.Lock_Current_Orders()
StoryPlotObject:
.Get_Event("XXX") - XXX name of event in plot
- returns EventObject
.Activate()
-
Wait_On_Flag("ACCUMULATE_CREDITS_NOTIFICATION_00", nil)

.Suspend()
-
.Reset()
- event can fire again
EventObject:
.Set_Reward_Parameter(X,Y) - X number of parameter (beginning with 0), Y GameObject
GameObject:
Get_Game_Object()
- ? see R0.Get_Game_Object() (where R0 should be a PlanetObject)
???
MessageBox("XXX") - XXX message
- is this activ?

FindTarget.Reachable_Target(rebel_player, "Story_Empire_Is_Suitable_Falast_Spawn", "Enemy | Friendly | Neutral", "Any", 0.1);
FindTarget.Reachable_Target(rebel_player, "Story_Empire_Is_Suitable_Falast_Backup_Spawn", "Enemy | Friendly | Neutral", "Any", 1);
FindTarget.Reachable_Target(empire_player, "Has_Mon_Mothma", "Enemy | Friendly | Neutral", "Any", 1)
- returns Planet(Object?)
Create_Cinematic_Transport("Shuttle_Tyderium_Landing", imperial_player.Get_ID(), emperor_shuttle_pos, 0, 1, 0.25, 20, 1)

"lightsaber".Highlight(true, 50)
BlockOnCommand(emperor_palpatine.Move_To(emperor_Finalstop_Move_to), 5)
BlockOnCommand(super_fleet.Move_To(moncal))
- blocks thread, if given commando is executed?
Camera functions:
Start_Cinematic_Camera()
End_Cinematic_Camera()
Fade_Screen_In(0.5)
Fade_Screen_Out(0.5)
Set_Cinematic_Camera_Key(X, 400, 30, -60, 1, 0/Object, 0, 0) - Ausgangspunkt für OffSets (Hint-Object), xoffset_dist, yoffset_pitch, zoffset_yaw, euler, 0 oder attach_object, use_object_rotation, cinematic_animation
Set_Cinematic_Target_Key(X, 0, 0, 0, 0, 0/Object, 0, 0) - Ausgangspunkt für OffSets (Hint-Object), xoffset_dist, yoffset_pitch, zoffset_yaw, euler, 0 oder attach_object, use_object_rotation, cinematic_animation
Transition_Cinematic_Camera_Key(cine_camera, 4, 600, 30, -120, 1, 0, 0, 0) - siehe oben, eingefügt an zweiter Position ist die Zeit für Übergang
Transition_To_Tactical_Camera(2)
Point_Camera_At(X) - X Object
Scroll_Camera_To(X) - X Object
Zoom_Camera(0.7, 0)
Resume_Hyperspace_In()
- reprise the jump into the tactical map
Interesting:
planet_table = {[yavin] = false,
[alzoc3] = false,
[shola] = false,
[hoth] = false,
[polus] = false
};
->array with named indices
->use: for planet,conquered in pairs(planet_table) do

escape character in string
Can\'t
tostring(X)
- e.g. for an integer value
Getter:
.Get(
.Get_Affiliated_Indigenous_Type(
.Get_AI_Power_Vs_Unit(
.Get_All_Planets(
.Get_Avoidance_Chance(
.Get_Base_Level(
.Get_Bone_Position(
.Get_Build_Cost(
.Get_Build_Pad_Contents(
.Get_Combat_Rating(
.Get_Contained_Object_Count(
.Get_Credits(
.Get_Current_ID(
.Get_Difficulty(
.Get_Distance(
.Get_Enemy(
.Get_Event(
.Get_Faction_Name(
.Get_Final_Blow_Player(
.Get_Float(
.Get_Force_Count(
.Get_Game_Object(
.Get_Game_Scoring_Type(
.Get_Hint(
.Get_Hull(
.Get_ID(
.Get_Is_Planet_AI_Usable(
.Get_Max_Range(
.Get_Min_Range(
.Get_Name(
.Get_Next_Starbase_Type(
.Get_Object_Count(
.Get_Owner(
.Get_Parent_Object(
.Get_Planet_Location(
.Get_Position(
.Get_Reserved_Build_Pads(
.Get_Score_Cost_Credits(
.Get_Self_Threat_Max(
.Get_Self_Threat_Sum(
.Get_Shield(
.Get_Stage(
.Get_Tactical_Build_Cost(
.Get_Tech_Level(
.Get_Time_Till_Dead(
.Get_Type()
- returns an object-type, but only used for parent-object, not working for others?
- see .Get_Parent_Object()
.Get_Type_Of_Unit(
.Get_Unit_Table(
Setter:
.Set("Allow_AI_Controlled_Fog_Reveal", 0)
.Set("BlockStart", GetCurrentTime() ...
.Set("BlockStartFettMove", GetCurrentTime() ...
.Set("InPumpEvents", false)
.Set("InPumpEvents", true)
.Set("StartTime", GetCurrentTime() ...
.Set(PlayerSpecificName(PlayerObject, "CONTACT_OCCURED")
.Set_As_Goal_System_Removable(false)
.Set_Cannot_Be_Killed(false)
.Set_Check_Contested_Space(true)
.Set_Dialog(dialog)
.Set_Event_Parameter(0, "Ground_Ion_Cannon")
.Set_Garrison_Spawn(false)
.Set_Plan_Result(false)
.Set_Reward_Parameter(0, ATAT)
.Set_Reward_Type("PLANET_FACTION")
.Set_Selectable(false)
.Set_Single_Ability_Autofire("CAPTURE_VEHICLE", false)
.Set_Targeting_Priorities("Speeder_Attack_Move")
.Set_Targeting_Priorities(priority_set_name, "Bomber")
Functions part I :
function Accident_Avoided(fleet)
function Accident_Execute(fleet)
function Accident_Get_Avoidance_Chance(fleet)
function Accident_Is_Appropriate_For_Fleet(fleet)
function Add_Reinforcement(object_type, player)
function Advance_State()
function Alarm_Activated()
function Anti_Idle_Taskforce()
function Antilles_Move_Thread()
function Antillies_Destroyed()
function AppendParameter(ival, parameter)
function Artillery_behavior(tf)
function AssembleForce(taskforce, stage_at_strongest_space)
function ATST_Deploy_Callback(atst_list)
function Attack_Veers(attack_list)
function Attempt_Prison_Break()
function Base_Definitions()
function BaseForce_Production_Failed(tf, failed_object_type)
function BaseForce_Thread()
function Begin_Intervention()
function Biker_Flees()
function BlockOnCommand(block, max_duration, alternate_break_func)
function Blue_Squadron_Cinematic()
function BomberForce_Hardpoint_Target_In_Range(tf, unit, target)
function BomberForce_Original_Target_Destroyed()
function BomberForce_Thread()
function Bombers_Have_Reinforced()
function BountyForce_No_Units_Remaining()
function BountyForce_Thread()
function BreakBlock()
function Bring_Fett()
function Bring_In_Leias_Calavary()
function Bring_In_Main_Reinforcements(prox_obj, trigger_obj)
function Bring_In_Reinforcements()
function Calamari_Cinematic ()
function Calc_Score_For_Efficiency(eff_val)
function callback_xwings()
function Cancel_Attacked_Event(obj)
function Cancel_Interdiction()
function Cancel_Missile_Shield()
function Cancel_Timer(func)
function Captain_Prox(prox_obj, trigger_obj)
function Chance(seed, percent)
function Cine_Patrol_PatrolAway()
function Cine_Wookies_Run_Away()
function Cinematic_Attack_Pirate()
function Cinematic_Dialog_01_Done()
function Cinematic_Dialog_02_Done()
function Cinematic_Dialog_03_Done()
function Cinematic_Dialog_04_Done()
function Cinematic_Dialog_05_Done()
function Cinematic_Empire_Threatens_Pirate()
function Cinematic_End_Antilles_Speech_1()
function Cinematic_End_Antilles_Speech_2()
function Cinematic_End_R2_Speech()
function Cinematic_End_Threepio_Speech_1()
function Cinematic_End_Threepio_Speech_1()
function Cinematic_Imperial_Dialogue_1()
function Cinematic_Imperial_Establishing()
function Cinematic_Intro()
function Cinematic_Intro_End()
function Cinematic_Pirate_Retreats()
function Cinematic_Pirate_To_Empire()
function Civilian_Spawn_Loop()
function Clamp(value, min, max)
function Clean_Up()
function Clearing_Wookies_Retreat(prox_obj, trigger_obj)
function Clearing_Wookies_Run_Away()
function Clearing2_Wookies_Retreat(prox_obj, trigger_obj)
function Clearing2_Wookies_Run_Away()
function Comm_Jammer_Destroyed()
function Common_Base_Definitions()
function ConsiderDefending()
function ConsiderDivertAndAOE(object, ability_name, area_of_effect, recent_enemy_units, min_threat_to_use_ability)
function ConsiderFettHeal()
function ConsiderHeal(unit)
function ConsiderRepair(unit)
function Control_Commander()
function Control_Frigate()
function Cull_Unit_List(unit_list)
function DeathStar_Attack()
function DeathStarForce_No_Units_Remaining(tf)
function DeathStarForce_Original_Target_Owner_Changed(tf, old_owner, new_owner)
function DeathStarForce_Thread()
function Debug_Print_Score_Vals()
function Debug_Timer_Table()
function DebugEventAlert(event, params)
function DebugMessage(...)
function DebugPrintTable(unit_table)
function Declare_Goal_Type()
function Default_Current_Target_Destroyed(tf)
function Default_Hardpoint_Target_In_Range(tf, unit, target)
function Default_No_Units_Remaining()
function Default_Original_Target_Destroyed()
function Default_Original_Target_Owner_Changed(tf, old_player, new_player)
function Default_Space_Conflict_Begin()
function Default_Space_Conflict_End()
function Default_Target_In_Range(tf, unit, target)
function Default_Unit_Ability_Cancelled(tf, unit, ability)
function Default_Unit_Ability_Finished(tf, unit)
function Default_Unit_Ability_Ready(tf, unit, ability)
function Default_Unit_Damaged(tf, unit, attacker, deliberate)
function Default_Unit_Destroyed()
function Default_Unit_Diversion_Finished(tf, unit)
function Defended_Structure_Is_Gone()
function Define_State(state, function_value)
function Define_Title_Faction_Table()
function Definitions()
function Despawn_Pirate()
function dialogue_cmdr_moves_to_final_trooper2_loc()
function DifficultyBasedMinPause(difficulty)
function Dirty_Floor(val)
function Disable_Pirate()
function Discover_Then_Report(unit)
function Divert_Prox(self_obj, trigger_obj)
function Do_It()
function Droids_Get_Busy(r2d2)
function DropReinforcements()
function Eliminate_Fighters(prox_obj, trigger_obj)
function EM09_Ending_Cinematic()
function EmptyForce_Thread()
function End_Cinematic()
function End_Cinematic()
function End_Cinematic_1()
function End_Cinematic_2()
function End_Cinematic_2_End()
function End_Cinematic_3()
function End_Cinematic_3_End()
function End_Cinematic_4()
function End_Cinematic_4_End()
function End_Cinematic_5()
function End_Cinematic_5_End()
function End_Cinematic_6()
function End_Cinematic_6_End()
function End_Cinematic_7()
function End_Cinematic_7_End()
function end_cinematic_call()
function End_Intervention()
function Ending_Cine()
function Ending_Cinematic()
function Enemies_Are_Near()
function Enemies_In_Range()
function Enemy_Near_Dock(prox_obj, trigger_obj)
function Enter_Wookie_Tree(prox_obj, trigger_obj)
function Escort(taskforce, target, conservative_style)
function EscortForce_No_Units_Remaining()
function EscortForce_Original_Target_Owner_Changed(tf, old_player, new_player)
function EscortForce_Thread()
function EvadeUntilSafe(tf, use_nebulae)
function Evaluate()
function Evaluate(low, high)
function Evaluate(perception_name)
function Evaluate(property_flag_name)
function Evaluate(property_flag_name, affiliation_type)
function Evaluate(requested_value)
function Evaluate(space_fields)
function Evaluate(time_limit)
function Evaluate_Attack_Ability(target, goal)
function Evaluate_Random_Event(fleet)
function Evaluator_Clean_Up()
function Exit_Plan_With_Possible_Sleep()
function Exit_Plan_With_Possible_Sleep()
function Exit_Prox(prox_obj, trigger_obj)
function Extra_Pirates_Callback(pirate_list)
function f_End_Mission(prox_obj, trigger_obj)
function f_Notice_ATSTs(prox_obj, trigger_obj)
function f_Notice_Maulers(prox_obj, trigger_obj)
function f_Notice_Power(prox_obj, trigger_obj)
function f_Notice_Stormtroopers(prox_obj, trigger_obj)
function f_Notice_Tanks(prox_obj, trigger_obj)
function f_Notice_Turrets(prox_obj, trigger_obj)
function f_Patrol_Loop1_Mark0(prox_obj, trigger_obj)
function f_Patrol_Loop1_Mark1(prox_obj, trigger_obj)
function f_Patrol_Loop1_Mark2(prox_obj, trigger_obj)
function f_Patrol_Loop1_Mark3(prox_obj, trigger_obj)
function f_Patrol_Loop1_Mark4(prox_obj, trigger_obj)
function f_Patrol_Loop1_Mark5(prox_obj, trigger_obj)
function f_Patrol_Loop2_Mark0(prox_obj, trigger_obj)
function f_Patrol_Loop2_Mark1(prox_obj, trigger_obj)
function f_Patrol_Loop2_Mark2(prox_obj, trigger_obj)
function f_Storage_Area(prox_obj, trigger_obj)
function Fade_Screen_In_After_Esc()
function Fade_Screen_In_After_Esc()
function Fade_Screen_In_After_Esc_End()
function fake_get_owner()
function fake_get_type()
function fake_is_valid()
function Falcon_Death()
function Fett_Arrives(unit_list)
function Fett_Attack_Han(unit)
function Fett_Prox(self_obj, trigger_obj)
function Fett_Search()
function FettMove(target, use_attack_move)
function FighterForce_Original_Target_Destroyed()
function FighterForce_Thread()
function Fighters_Closer_To_Target()
function Fighters_Engaged_Target()
function Fighters_Have_Rallied()
function find()
function Find_And_Attack(attack_list)
function Find_And_Attack(attack_list)
function Find_Custom_Target(object)
function Find_Ground_Unit_Target(object)
function Find_Nearest_Marker()
function Find_Space_Unit_Target(object)
function FindStageArea(_target, taskforce)
function FlankForce_Target_In_Range()
function FlankForce_Thread()
Functions part II :
function Flush_G()
function for this script.
function Formation_Attack(unit_list, target)
function Formation_Attack_Move(unit_list, target)
function Formation_Guard(unit_list, target)
function Formation_Move(unit_list, target)
function FreeStoreService()
function FundBases(player, target)
function gal()
function Galactic_Neutralized_Event(hero_type, killer)
function Galactic_Planet_Faction_Change(planet, newplayer, oldplayer)
function Galactic_Production_Begin_Event(planet, object_type)
function Galactic_Production_Canceled_Event(planet, object_type)
function Galactic_Production_End_Event(planet, object)
function Galactic_Starbase_Level_Change(planet, old_type, new_type)
function Galactic_Unit_Destroyed_Event(object, killer)
function GalacticAttackAllowed(difficulty, ai_territories_just_gained)
function Game_Mode_Ending_Event(mode_name)
function Game_Mode_Starting_Event(mode_name, map_name)
function GameScoringMessage(...)
function GameService()
function GeneratorDestroyed()
function Geonosian_Spawn_Loop()
function Get_Block_Stop()
function Get_Closest_Sensor (Old_Sensor)
function Get_Conquest_Efficiency(player)
function Get_Current_State()
function Get_Current_Winner_By_Score()
function Get_Escort_Ability_Weights(goal)
function Get_Frag_Count_For_Type(object_type, player)
function Get_Game_Stat_For_Control_ID(player, control_id, for_tactical)
function Get_Military_Efficiency(player, kill_stats, build_stats)
function Get_Neutralized_Count_For_Type(object_type, player)
function Get_Next_State()
function Get_Target_Weight(target, type_list, type_weights)
function GetAbilityChanceSeed()
function GetChanceAllowed(difficulty)
function GetCurrentMinute()
function GetGlobalValueOrZero(player, value_name)
function GoHeal(tf, unit, healer, release)
function GoKite(tf, unit, kite_pos, release)
function Grab_Reinforcement_Point(wave)
function GroundForce_No_Units_Remaining()
function GroundForce_No_Units_Remaining()
function GroundForce_Original_Target_Owner_Changed(tf, old_owner, new_owner)
function GroundForce_Production_Failed(tf, failed_object_type)
function GroundForce_Thread()
function Guard_Management (Old_Sensor_Loc, New_Sensor_Loc)
function GuardForce_Thread()
function GuardForce_Unit_Move_Finished(tf, unit)
function Han_Killed()
function Han_Run_Away()
function Han_Ties_His_Shoes()
function Handle_Shuttle_Rescue_Thread(shuttle_obj)
function HeroService()
function inc_found_type_count(ival, type_found_val)
function Init_Fleet_Events()
function Interdictor_Attacked_Callback(fell_under_attack, most_deadly_enemy)
function Interdictor_Takes_Damage ()
function Intervention_Original_Target_Owner_Changed(tf, old_player, new_player)
function Intervention_Thread()
function Intro_Cinematic()
function Intro_Cinematic_Commander_Talk_1()
function Intro_Cinematic_Commander_Talk_2()
function Intro_Cinematic_End()
function Intro_Cinematic_Text_Crawl()
function Intro_Cinematic_Vader_Talk_1()
function Intro_Cinematic_Vader_Talk_2()
function Intro_Cinematics_End()
function Intro_Leia_Cinematic()
function Invade(taskforce)
function Ion_Trigger(prox_obj, trigger_obj)
function Is_A_Taskforce(thing)
function Is_Type_In_List(unit_type, type_name_list)
function IsAbilityAllowedToRecover(ability)
function JetPackReady()
function Kill_Em()
function Kill_Em2()
function Kill_Em3()
function Kill_Me_On_Delay(obj)
function LandUnits(taskforce)
function LaunchUnits(taskforce)
function Leia_Callback(unit_list)
function List_Attack(list, object)
function List_Attack(list, object)
function List_Attack_Han(unit_list)
function List_Guard(list, obj)
function List_Random_Patrol(list)
function lz1_setup()
function lz2_setup()
function lz3_setup()
function main()
function MainForce_No_Units_Remaining()
function MainForce_Original_Target_Owner_Changed(tf, old_owner, new_owner)
function MainForce_Original_Target_Owner_Changed(tf, old_player, new_player)
function MainForce_Production_Failed(failed_object_type)
function MainForce_Production_Failed(tf, failed_object_type)
function MainForce_Special_Weapon_Online(tf, special_weapon)
function MainForce_Target_Destroyed()
function MainForce_Target_In_Range()
function MainForce_Thread()
function MainForce_Unit_Ability_Ready(tf, unit, ability)
function MainForce_Unit_Damaged(tf, unit, attacker, deliberate)
function MainForce_Unit_Destroyed(tf)
function MainForce_Unit_Move_Finished(tf, unit)
function Mauler01_Attack_Wall()
function Mauler02_Attack_Wall()
function MessageBox(...)
function Mid_Cine()
function Mission_Thread()
function Moncal_Callback(unit_list)
function mov()
function move()
function Move_Fleet_To_Planet(next_planet)
function Move_patrol_group_01()
function Move_patrol_group_02()
function Move_patrol_group_03()
function Move_Pirate_Captain()
function Move_Super_Fleet()
function MoveTransportsToStarbase()
function MoveUnit(object)
function MoveUntilDone(target, max_duration)
function Object_In_Range_Callback(my_object, nearby_object)
function object_in_range_handler(prox_obj, object)
function object_in_range_handler(prox_object, object)
function Obscure(tf, range, use_nebulae, path_through_fields)
function On_Unit_Added(object)
function On_Unit_Service(object)
function one()
function OneOrMoreInRange(origin_unit, target_unit_list, range)
function OutputDebug(...)
function Palpatine_Prox(self_obj, trigger_obj)
function PG_Story_Mode_Init()
function PG_Story_State_Init(message)
function Play_Interdictor_Message ()
function Player_Back_To_Vulnerable()
function Player_List_Reset()
function Player_Quit_Event(player)
function PlayerSpecificName(player_object, var_name)
function Print_Build_Stats_Table(stat_table)
function Print_Stat_Table(stat_table)
function Prison_Destroyed()
function Prison_Prox1()
function Prison_Prox3()
function Prison_Prox4()
function Prison_Prox5()
function Prison_Prox6()
function Process_Attacked_Events()
function Process_DA(quan_attacked)
function Process_Death_Events()
function Process_Proximities()
function Process_Reinforcements()
function Process_States()
function Process_Timers()
function ProduceForce(taskforce)
function ProduceObject(player, objecttype, where)
function Prox_Base(prox_obj, trigger_obj)
function Prox_Base_Alarm(prox_obj, trigger_obj)
function Prox_Base_Warning(prox_obj, trigger_obj)
function Prox_Battle_Chatter(prox_obj, trigger_obj)
function Prox_Cargo(prox_obj, trigger_obj)
function Prox_Empire_Detected (prox_obj, trigger_obj)
function Prox_Enemy_In_Range(self_obj, enemy_obj)
function Prox_Enemy_Too_Close(self_obj, enemy_obj)
function Prox_Falcon(prox_obj, trigger_obj)
function Prox_Final_Waypoint(prox_obj, trigger_obj)
function Prox_Jammer(prox_obj, trigger_obj)
function Prox_Patrol(prox_obj, trigger_obj)
function Prox_Prison(prox_obj, trigger_obj)
function Prox_Rebel_Capture(prox_obj, trigger_obj)
function Prox_Sensor_Response(prox_obj, trigger_obj)
function Prox_Shield(prox_obj, trigger_obj)
function Prox_Shuttle_Rescue(prox_obj, trigger_obj)
function Prox_SkipBuildMission(prox_obj, trigger_obj)
function Prox_Star_Destroyer(prox_obj, trigger_obj)
function Prox_Visitor(prox_obj, trigger_obj)
function Prox_Waypoint(prox_obj, trigger_obj)
function Prox_Waypoint0(prox_obj, trigger_obj)
function Prox_Wookie_House(prox_obj, trigger_obj)
function PruneFriendlyObjects(obj_table)
function Pump_Service()
function PumpEvents()
function QuickReinforce(player, target, tf_to_reinforce, second_try_tf)
function R2_Hack_Done()
function R2_Hacking_Turret(r2pass)
function RaidForce_No_Units_Remaining(tf)
function RaidForce_Original_Target_Owner_Changed(tf, old_owner, new_owner)
function RaidForce_Production_Failed(tf, failed_object_type)
function RaidForce_Thread()
function Rebel_Scouts_Arrive()
function ref()
function Register_Attacked_Event(obj, func)
function Register_Death_Event(obj, func)
function Register_Prox(obj, func, range, player_filter)
function Register_Timer(func, timeout, param)
function Register_Timers()
Functions part III :
function ReinforceList(type_list, entry_marker, player, allow_ai_usage, delete_after_scenario, ignore_reinforcement_rules, callback)
function Reinforcement_Prox(prox_obj, trigger_obj)
function Release_List_To_AI(list)
function Release_To_Hide(tf, unit)
function Remove_Turret_FOW()
function Repeat_Attack(unit)
function repeat_process()
function ReserveForce_Thread()
function Reset_Complaint()
function Reset_Stats()
function Reset_Tactical_Stats()
function ResetTacticalRegistry()
function Respond_To_MinRange_Attacks(tf, unit)
function SafeApproach(loc)
function Scanning_Timer(timer_obj)
function Scout_Callback(unit_list)
function ScriptError(...)
function ScriptExit()
function ScriptMessage(...)
function Second_Intro_Cinematic()
function Select_Reward_Unit(reward_table, player, min_value)
function Send_Ambush(prox_obj, trigger_obj)
function Send_ATSTs()
function Send_Scouts()
function Sensor_Destroyed()
function Sensor_Guards_to_New_Spot(Sensor_num, origin, unit_list)
function Set_Contrast_Values()
function Set_Next_State(state)
function Set_Off_Alarm()
function SetClassPriorities(tf, priority_set_type)
function Setup_Trigger_Planet(message)
function Should_Crush(unit, target)
function Show_Rebels_Cine()
function Shuttle_Destroyed()
function Shuttle_Liftoff()
function Shuttle_Needs_Rescue(unit)
function Simple_Mod(a,<img src='http://alphabluemodding.com/forum/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='B)' />
function Sleep(time)
function SmugglerForce_No_Units_Remaining()
function SmugglerForce_Thread()
function SpaceForce_No_Units_Remaining()
function SpaceForce_Original_Target_Owner_Changed(tf, old_owner, new_owner)
function SpaceForce_Production_Failed(tf, failed_object_type)
function SpaceForce_Thread()
function Spawn_Ambush_Squad(spawn_marker_name,spawn_type_list)
function Spawn_Falast(loc)
function Spawn_Reinforcements()
function Spawn_Squad_1(prox_obj, trigger_obj)
function Spawn_Star_Destroyers()
function Spawn_Troopers_01 (prox_obj, trigger_obj)
function Spawn_Troopers_02 (prox_obj, trigger_obj)
function Spawn_Troops(Utype, Umark, Ufact, Utarg)
function Spawn_Wookie_Unit(spawn_location, marker)
function SpawnList(type_list, entry_marker, player, allow_ai_usage, delete_after_scenario)
function SpyForce_No_Units_Remaining()
function SpyForce_Production_Failed(tf, failed_object_type)
function SpyForce_Thread()
function Star_Destroyer_Arrived(unit_list)
function Star_Destroyer_Death()
function Star_Destroyer_Sequence(star_destroyer)
function Star_Destroyer_Visit()
function Start_End_Cinematic()
function Start_Imperial_Assault()
function Start_Service()
function Start_Service_Calls()
function Start_Tartan_Prox_Event(prox_obj, trigger_obj)
function State_A02M05_Cinematic_Start(message)
function State_A04M10_Waiting_For_Princess_00(message)
function State_ActI_Fondor_Rebels_00(message)
function State_ActI_M02_Entry_Speech_000b(message)
function State_Comm_Center_Info_00(message)
function State_Controlled(message)
function State_Dialog_Line_01_Remove_Text(message)
function State_Dialog_Line_02_Remove_Text(message)
function State_Dialog_Line_03_Remove_Text(message)
function State_Dialog_Line_04_Remove_Text(message)
function State_Dialog_Line_05_Remove_Text(message)
function State_Dialog_Line_06_Remove_Text(message)
function State_EM02_Reset_Battle_Chatter_Timer_Stop(message)
function State_EM02_Reset_Battle_Chatter_Timer02_Stop(message)
function State_EM02_Reset_Battle_Chatter_Timer03_Stop(message)
function State_Empire_A01_M02_01(message)
function State_Empire_A01_M02_01a(message)
function State_Empire_A01_M02_02(message)
function State_Empire_A01_M02_02b(message)
function State_Empire_A01_M02_03(message)
function State_Empire_A01_M02_03b(message)
function State_Empire_A01_M02_04(message)
function State_Empire_A01_M02_04b(message)
function State_Empire_A01_M02_05(message)
function State_Empire_A01_M02_05b(message)
function State_Empire_A01_M04_Begin_End(message)
function State_Empire_A01_M04_Intro_End_00(message)
function State_Empire_A01_M04_Intro_End_01(message)
function State_Empire_A01_M04_Intro_End_02(message)
function State_Empire_A01_M04_Intro_End_03(message)
function State_Empire_A01_M04_Intro_Text_00(message)
function State_Empire_A01_M04_Intro_Text_01(message)
function State_Empire_A01_M04_Intro_Text_02(message)
function State_Empire_A01_M04_Intro_Text_03(message)
function State_Empire_A01M03_Final_Fett_END(message)
function State_Empire_A01M03_Final_Fett_TEXT(message)
function State_Empire_A01M03_Final_Officer_END(message)
function State_Empire_A01M03_Final_Officer_TEXT(message)
function State_Empire_A01M03_Intro_Fett_TEXT(message)
function State_Empire_A01M03_Intro_Officer_TEXT(message)
function State_Empire_A02M04_Allow_Win(message)
function State_Empire_A02M04_Begin(message)
function State_Empire_A02M04_Warp_in_MonCal_Cruiser(message)
function State_Empire_A02M05_Actual_Win(message)
function State_Empire_A02M05_All_Rebel_Destroyed_WIN(message)
function State_Empire_A02M05_Begin(message)
function State_Empire_A02M05_Cinematic_End(message)
function State_Empire_A02M06_All_Rebel_Destroyed_WIN(message)
function State_Empire_A02M06_Begin(message)
function State_Empire_A02M06_Emperor_Response_00(message)
function State_Empire_A02M06_Emperor_Response_02(message)
function State_Empire_A02M06_Encourage_Pirates_Highlight(message)
function State_Empire_A02M06_Encourage_Pod_Walker(message)
function State_Empire_A02M06_Encourage_Pod_Walker_Highlight(message)
function State_Empire_A02M06_Encourage_T2B(message)
function State_Empire_A02M06_Encourage_T2B_Highlight(message)
function State_Empire_A02M06_Encourage_T4B(message)
function State_Empire_A02M06_Encourage_T4B_Highlight(message)
function State_Empire_A02M06_Encourage_Timer_Highlight(message)
function State_Empire_A02M06_Marker10_Prox(prox_obj, trigger_obj)
function State_Empire_A02M06_Marker12_Prox(prox_obj, trigger_obj)
function State_Empire_A02M06_Marker13_Prox(prox_obj, trigger_obj)
function State_Empire_A02M06_Marker14_Prox(prox_obj, trigger_obj)
function State_Empire_A02M06_Marker80_Prox(prox_obj, trigger_obj)
function State_Empire_A02M06_Marker81_Prox(prox_obj, trigger_obj)
function State_Empire_A02M06_Rebel_Destroyed_Complete_Mission(message)
function State_Empire_A02M06_Trigger_Rebels()
function State_Empire_A04M010_Win_For_Empire(message)
function State_Empire_A04M10_Begin(message)
function State_Empire_A04M10_Tantive_Destroyed(message)
function State_Empire_A04M12_Begin(message)
function State_Empire_ActIII_Jabiim_Population(message)
function State_Empire_ActIII_M08_Falast_Destroyed(message)
function State_Empire_ActIII_M08_Periodic_Spawn_Falast(message)
function State_Empire_ActIII_M09_03(message)
function State_Empire_ActIII_M09_WIN_CONDITION(message)
function State_Empire_ActIII_M09_WIN_CONDITION_01(message)
function State_Empire_ActIV_Mission_Twelve_01(message)
function State_Empire_M01_Begin(message)
function State_Empire_M01_Jump_Info_00(message)
function State_Empire_M02_Begin(message)
function State_Empire_M02_Build_Pad_Info_00(message)
function State_Empire_M02_Comm_Center_Destroyed_Lua_Notification(message)
function State_Empire_M02_Fondor_HINT02(message)
function State_Empire_M03_Begin(message)
function State_Empire_M03_Final_Dialog_Begin_00(message)
function State_Empire_M04_Begin(message)
function State_Empire_M04_Land_Begin(message)
function State_Empire_M08_Battle_Start(message)
function State_Empire_M08_Begin(message)
function State_Empire_M09_Begin(message)
function State_Empire_M10_Ending_Cine_Dialog_01_Remove_Text(message)
function State_End_Cinematic_Camera(message)
function State_FALCON_SPOTTED1_Reset_Alarm_Message(message)
function State_FALCON_SPOTTED2_Reset_Alarm_Message(message)
function State_FALCON_SPOTTED3_Reset_Alarm_Message(message)
function State_FALCON_SPOTTED4_Reset_Alarm_Message(message)
function State_First_Intro_Dialog_Done(message)
function State_First_Speech_00_Remove_Text(message)
Functions part IV :
function State_Follow_To_Frigate(message)
function State_FONDOR_WIN(message)
function State_Give_Weaken_Enemy_Hint(message)
function State_Highlight_Off_AITurret(message)
function State_Highlight_On_Comm_Jammer(message)
function State_Highlight_On_Turrets(message)
function State_HINT_Use_Seismic_Charge(message)
function State_Init(message)
function State_Initial_Falast_Spawn(message)
function State_Intro_HANSOLO_DIALOG_Remove_Text(message)
function State_IntroCine_Dialog_Line_01_Remove_Text(message)
function State_IntroCine_Dialog_Line_01_Remove_Text(message)
function State_IntroCine_Dialog_Line_02_Remove_Text(message)
function State_IntroCine_Dialog_Line_02_Remove_Text(message)
function State_IntroCine_Dialog_Line_03_Remove_Text(message)
function State_IntroCine_Dialog_Line_03_Remove_Text(message)
function State_IntroCine_Dialog_Line_04_Remove_Text(message)
function State_IntroCine_Dialog_Line_04_Remove_Text(message)
function State_IntroCine_Dialog_Line_05_Remove_Text(message)
function State_IntroCine_Dialog_Line_05_Remove_Text(message)
function State_IntroCine_Dialog_Line_06_Remove_Text(message)
function State_Land_Troops_at_First_RP(message)
function State_M01_Give_Task_00(message)
function State_M02_Final_01_End(message)
function State_M02_Final_02(message)
function State_M02_Final_02_End(message)
function State_M02_Final_03(message)
function State_M02_Final_03_End(message)
function State_M02_Final_04(message)
function State_M02_Final_04_End(message)
function State_M02_Final_05(message)
function State_M02_Final_05_End(message)
function State_M02_Final_06(message)
function State_M02_Final_06_End(message)
function State_M02_Final_07(message)
function State_M02_Final_07_End(message)
function State_M02_Final_End(message)
function State_M02_Final_Setup(message)
function State_M02_Fondor_Begin(message)
function State_M02_Shield_Is_Dead(message)
function State_M09_Plans_Recovered(message)
function State_M10_Clear_The_Sector_Dialog_Remove_Text(message)
function State_M10_Ending_Cine_Dialog_02_Remove_Text(message)
function State_M10_Ending_Cine_Dialog_03_Remove_Text(message)
function State_Object_In_Range(message)
function State_Object_Is_Damaged(message)
function State_OpeningDialog_HanSolo_01_Remove_Text(message)
function State_OpeningDialog_HanSolo_02_Remove_Text(message)
function State_OpeningDialog_MonMothma_01_Remove_Text(message)
function State_Play_R2_VictoryAnim(message)
function State_Power_Generator_01(message)
function State_Princess_Warps_Away(message)
function State_RA01M01_Begin(message)
function State_RA01M01_Reinforce_00(message)
function State_RA01M01_Reinforce_01(message)
function State_RA04M11_Begin(message)
function State_Reached_Falcon_00(message)
function State_Rebel_A01M02_Begin(message)
function State_Rebel_A01M03_Begin(message)
function State_Rebel_A01M03_Create_AA_Turrets(message)
function State_Rebel_A01M03_Xwing_Escape(message)
function State_Rebel_A1_M01_Intro_Speech_00_Remove_Text(message)
function State_Rebel_A1_M01_Intro_Speech_01_Remove_Text(message)
function State_Rebel_A1_M01_Intro_Speech_02_Remove_Text(message)
function State_Rebel_A1_M01_Intro_Speech_03_Remove_Text(message)
function State_Rebel_A1_M01_Intro_Speech_04_Remove_Text(message)
function State_Rebel_A1_M01_Third_Speech_00(message)
function State_Rebel_A1_M01_Third_Speech_00_Remove_Text(message)
function State_Rebel_A1_M01_Third_Speech_01(message)
function State_Rebel_A2_M04_Begin(message)
function State_Rebel_A3_M07_Begin(message)
function State_Rebel_A3_M07_Victory_Trigger(message)
function State_Rebel_A3_M07A_Begin(message)
function State_Rebel_A3_M08_Begin(message)
function State_Rebel_A3_M08_Cargo_Found_Text_02(message)
function State_Rebel_A3_M09_Begin(message)
function State_Rebel_A3_M09_Begin(message)
function State_Rebel_A3_M09_Plans_Recovered_00(message)
function State_Rebel_A3_M10_Begin(message)
function State_Rebel_A4_M12_Begin(message)
function State_Rebel_ActI_Begin(message)
function State_Rebel_ActI_M02_Clear_Base(message)
function State_Rebel_ActI_M02_Entry_Speech_00_Remove_Text(message)
function State_Rebel_ActI_M02_Entry_Speech_01_Remove_Text(message)
function State_Rebel_ActI_M02_Entry_Speech_03a(message)
function State_Rebel_ActIII_M10_Begin(message)
function State_Rebel_ActIII_Mission_Seven_Intro_Cinematic_00a(message)
function State_Rebel_ActIII_Mission_Seven_Intro_Cinematic_01a(message)
function State_Rebel_ActIII_Mission_Seven_Intro_Cinematic_02a(message)
function State_Rebel_ActIII_Mission_Seven_Intro_Cinematic_03a(message)
function State_Rebel_ActIII_Mission_Seven_Intro_Cinematic_04a(message)
function State_Rebel_ActIII_Mission_Seven_Intro_Cinematic_05a(message)
function State_Rebel_ActIII_Mission_Seven_Intro_Cinematic_06a(message)
function State_Rebel_M00_Begin(message)
function State_Rebel_M00_PLEX_GO(message)
function State_Rebel_M00_TROOP_GO(message)
function State_Rebel_M01_Begin(message)
function State_Rebel_M01_LAND_05(message)
function State_Rebel_M01_LAND_06(message)
function State_Rebel_M01_LAND_09(message)
function State_Rebel_M02_SPACE_00(message)
function State_Rebel_M02_SPACE_03(message)
function State_Rebel_M03_LAND_09(message)
function State_Rebel_M06_Begin(message)
function State_Rebel_M06_Prison_Delayed_Explosion_00b(message)
function State_Rebel_M06_Prison_Delayed_Explosion_01b(message)
function State_Rebel_M06_Prison_Delayed_Explosion_02b(message)
function State_Rebel_M06_Prison_Delayed_Explosion_03b(message)
function State_Rebel_M06_Prison_Delayed_Explosion_04b(message)
function State_Rebel_M06_Set_Goal(message)
function State_Rebel_M07_Begin(message)
function State_Rebel_M08_Space_Begin(message)
function State_Remove_Base_Walls(message)
function State_Sat_Destroyed_Dialog_Remove_Text(message)
function State_Scroll_To_Mining_Facility(message)
function State_Second_Intro_Dialog_Done(message)
function State_Select_Space_Station(message)
function State_Shield_Info_00(message)
function State_TASK_Use_Fett_Against_Sensors(message)
function State_Tutorial_IV_Begin(message)
function State_Tutorial_M01_Begin(message)
function State_Tutorial_M01_Construct_01(message)
function State_Tutorial_M01_Construct_Done(message)
function State_Tutorial_M01_Intro_07(message)
function State_Tutorial_M01_Patrol_SpreadOut_Hint(message)
function State_Tutorial_M03_Begin(message)
function State_Tutorial_M03_Deploy_Reinforcements_05_Objective(message)
function State_Tutorial_M03_Eliminate_Fighters_06(message)
function State_Tutorial_M03_Follow_To_Starbase(message)
function State_Tutorial_M05_Begin(message)
function State_Tutorial_M05_Sand_Crawler_Destroyed(message)
function State_Tutorial_M06_Begin(message)
function State_Tutorial_M06_Light_Vehicle_Factory_Highlight(message)
function State_Tutorial_M06_Scroll_To_Command_Center(message)
function State_Tutorial_M06_Scroll_To_Mining_Facility(message)
function State_Tutorial_M06_Scroll_To_Reinforcement_Point(message)
function State_Tutorial_M06_Scroll_To_Resource_Pad(message)
function State_Tutorial_M07_Begin(message)
function State_Vader_Hint_01_ForcePush(message)
function State_Vader_Hint_02_ForceCrush(message)
function State_Waiting_For_Control(message)
function State_Waiting_For_Control(message)
function stest()
function Story_Event_Trigger(name)
function Story_Handle_Esc()
function Story_Mode_Service()
function StructureForce_Original_Target_Owner_Changed(tf, old_player, new_player)
function StructureForce_Production_Failed(tf, failed_object_type)
function StructureForce_Thread()
function SwitchToRebel(unit)
function SynchronizedAssemble(taskforce, stage_at_strongest_space)
function Tactical_Production_End_Event(object_type, player, location)
function Tactical_Unit_Destroyed_Event(object, killer)
function Target_Has_Structure()
function TechForce_Production_Failed(tf, failed_object_type)
function TechForce_Thread()
function Tell_Units_To_Guard(unit_list)
function test_call()
function Test_Threads()
function TestCommand(block)
function TestValid(wrapper)

Functions part V :
function Tf_Has_Attack_Target(tf)
function Thread_Falcon_Orders( unit_list )
function Thread_Leia_Escape_Patrol()
function Thread_Leia_Orders(unit_list)
function Thread_Scout_Orders(unit_list)
function Threatened()
function Timer_Alarm()
function Timer_Alarm1()
function Timer_Alarm2()
function Timer_Alarm3()
function Timer_Alarm4()
function Timer_Alarm5()
function Timer_Alarm6()
function Timer_Alarm7()
function Timer_Deploy_ATST_Power()
function Timer_Deploy_ATST1()
function Timer_Deploy_ATST2()
function Timer_Deploy_Stormtroopers1()
function Timer_Deploy_Stormtroopers2()
function Timer_Deploy_Wave1()
function Timer_Deploy_Wave2()
function Timer_Deploy_Wave3()
function Timer_Deploy_Wave4()
function Timer_Fett_Search()
function Timer_Group2_Go()
function Timer_Group3_Go()
function Timer_Group4_Go()
function Timer_Group5_Go()
function Timer_Land_Reinforcements()
function Timer_Release_Units_To_AI()
function Timer_Repeat()
function tone()
function Tractor_Beam_Timer()
function Tree_Prox(prox_obj, trigger_obj)
function Try_Ability(thing, ability_name, target)
function Try_Good_Ground(tf, unit)
function tthree()
function ttwo()
function Turret_Hack_Message(prox_obj, trigger_obj)
function two()
function Under_Missile_Attack()
function Unit_Prox(self_obj, trigger_obj)
function UnitForce_Original_Target_Owner_Changed(tf, old_player, new_player)
function UnitForce_Thread()
function UnitListIsObscured(unit_list)
function Update_Build_Stats_Table(stat_table, planet, object_type, owner, build_cost)
function Update_Empire_Unit_List()
function Update_GameSpy_Game_Stats()
function Update_GameSpy_Kill_Stats(stat_table, build_stats, player)
function Update_GameSpy_Player_Stats(player)
function Update_Kill_Stats_Table(stat_table, object, killer)
function Update_Player_Table(player)
function Uplink_Prox(prox_obj, trigger_obj)
function Use_Ability_If_Able(thing, ability_name, target)
function Wait_On_Flag(flag_name, location)
function WaitForAllReinforcements(taskforce, target)
function WaitForever()
function WaitMoveForce(taskforce, planet)
function WaitProduceObject(objecttype, where)
function Wake_Sats()
function Wake_Units(unit_type_table)
- Turn on AI and target of opportunity fire by and for all units of a given type and hint in the table
function Weave(tf, enemy)
function Xwing_Escape()
function Xwing_Prox(prox_obj, trigger_obj)
Code from FOC:
.Activate_Ability(
.Are_All_Units_On_Free_Store(
.Are_Engines_Online(
.Attack_Move(
.Attack_Target(
.Result(
.Block_Goal_Proposal(
.Bombing_Run(
.Build(
.Build_All(
.Can_Garrison(
.Can_Land_On_Planet(
.Cancel_Event_Object_In_Range(
.Change_Owner(
.Cinematic_Hyperspace_In(
.Collect_All_Free_Units(
.Contains_Hero(
.Contains_Object_Type(
.Create(
.Debug_Should_Issue_Event_Alert(
.Despawn(
.Destroy_Contained_Objects(
.Disable_Capture(
.Divert(
.Eject_Garrison(
.Enable_As_Actor(
.Enable_Attack_Positioning(
.Event_Object_In_Range(
.Explore_Area(
.Face_Immediate(
.Fire_Orbital_Bombardment(
.Fire_Special_Weapon(
.Fire_Tactical_Superweapon(
.floor(
.Flush_Category(
.Follow_Target(
.foreachi(
.Form_Units(
.format(
.Frame(
.Garrison(
.Get(
.Get_All_Planets(
.Get_All_Projectile_Types(
.Get_Attack_Target(
.Get_Bribe_Cost(
.Get_Build_Cost(
.Get_Build_Pad_Contents(
.Get_Combat_Rating(
.Get_Contained_Object_Count(
.Get_Credits(
.Get_Current_ID(
.Get_Current_Projectile_Type(
.Get_Difficulty(
.Get_Distance(
.Get_Faction_Name(
.Get_Final_Blow_Player(
.Get_Float(
.Get_Force_Count(
.Get_Game_Object(
.Get_Game_Scoring_Type(
.Get_Garrisoned_Units(
.Get_Goal_Type_Name(
.Get_Hull(
.Get_ID(
.Get_Is_Planet_AI_Usable(
.Get_Max_Range(
.Get_Min_Range(
.Get_Name(
.Get_Object_Count(
.Get_Owner(
.Get_Parent_Object(
.Get_Planet_Location(
.Get_Position(
.Get_Rate_Of_Damage_Taken(
.Get_Reserved_Build_Pads(
.Get_Score_Cost_Credits(
.Get_Self_Threat_Max(
.Get_Self_Threat_Sum(
.Get_Shield(
.Get_Space_Station(
.Get_Stage(
.Get_Tactical_Build_Cost(
.Get_Tech_Level(
.Get_Time_Till_Dead(
.Get_Type(
.Get_Unit_Table(
.Give_Money(
.Give_Random_Sliceable_Tech(
.Guard_Target(
.Has_Ability(
.Has_Active_Orders(
.Has_Attack_Target(
.Has_Garrison(
.Has_Property(
.Hide(
.Highlight(
.insert(
.Invade(
.Is_Ability_Active(
.Is_Ability_Autofire(
.Is_Ability_Ready(
.Is_Affected_By_Laser_Defense(
.Is_Affected_By_Missile_Shield(
.Is_Affiliated_With(
.Is_Build_Locked(
.Is_Category(
.Is_Corrupted(
.Is_Good_Against(
.Is_Hero(
.Is_Human(
.Is_In_Asteroid_Field(
.Is_In_Garrison(
.Is_In_Ion_Storm(
.Is_In_Nebula(
.Is_Neutral(
.Is_Obsolete(
.Is_On_Diversion(
.Is_Raid_Capable(
.Is_Selectable(
.Is_Tactical_Superweapon_Ready(
.Is_Transport(
.Is_Unit_In_Transit(
.Is_Unit_Safe(
.IsFinished(
.Kill(
.Land_Units(
.Launch_Units(
.Leave_Garrison(
.Lock_Current_Orders(
.Make_Ally(
.Make_Invulnerable(
.Mark_Parent_Mode_Object_For_Death(
.Move_Object(
.Move_To(
.Override_Max_Speed(
.Params(
.Parse(
.Play_Animation(
.Play_SFX_Event(
.Prepare_Ambush(
.Prevent_AI_Usage(
.Prevent_All_Fire(
.Prevent_Opportunity_Fire(
.Produce_Force(
.Production_Facility(
.Raid(
.Reachable_Target(
.Reinforce(
.Release_Credits_For_Tactical(
.Release_Forces(
.Release_Unit(
.Reset_Ability_Counter(
.Result(
.Reveal(
.Reveal_All(
.Select_Object(
.Sell(
.Service_Wrapper(
.Set(
.Set_As_Goal_System_Removable(
.Set_Black_Market_Tutorial(
.Set_Cannot_Be_Killed(
.Set_Garrison_Spawn(
.Set_Plan_Result(
.Set_Sabotage_Tutorial(
.Set_Selectable(
.Set_Single_Ability_Autofire(
.Set_Targeting_Priorities(
.Stop(
.Suspend_Locomotor(
.Take_Damage(
.Teleport_And_Face(
.Test_Target_Contrast(
.Turn_To_Face(
.Unblock_Goal_Proposal(
.Undo_Reveal(
.Withdraw_Units(
.yield(
8 Comments
xay6xay6 Jun 13, 2021 @ 8:36pm 
how do I yk, get the mod software? im to stupid for this-
Syionic May 14, 2020 @ 1:20pm 
Lua is a common coding language, and part of Empire At War's code uses Lua. This code is for modders and basically lets them further mass modify the game from it's original form (like creating their own story missions and such).
Nomada_Firefox  [author] Jul 14, 2018 @ 1:36pm 
The code that you read here.;) Sorry I am not a teacher.
Fulgrim Jul 14, 2018 @ 10:51am 
What are Lua Instructions?
Nomada_Firefox  [author] Jul 14, 2018 @ 10:49am 
No.Lua instructions.
Fulgrim Jul 14, 2018 @ 10:03am 
So, are these console commands?
debbieandcory Jun 17, 2018 @ 3:26pm 
thanks a lot for finding it. i cannot wait to try this out.
evilbobthebob Oct 19, 2017 @ 8:19am 
This is a very convenient reference! Note that I explain the purpose of some of these functions in my AI modding guide.