Avorion Script API Documentation
ControlUnit
function ControlUnit(var id)
Parameters
Returns
A new instance of ControlUnit
property bool autoPilotEnabled |
property float desiredVelocity | [read-only] |
property Entity entity | [read-only] |
property uuid entityId | [read-only] |
property bool hasPilot | [read-only] |
property bool isBoosting | [read-only] |
property bool isDrifting | [read-only] |
property bool isStrafing | [read-only] |
property bool isTurning | [read-only] |
property int numFreeSeats | [read-only] |
property int numOccupiedSeats | [read-only] |
property vec3 turningSpeedFactor | [read-only] |
function var addSeat()
Adds a new seat.
Returns
nothing
function var addSeatSquad(int seatIndex, int fighterSquadIndex)
Adds a new fighter squad for a given seat.
Parameters
fighterSquadIndex The index of the fighter squad (0-9)
Returns
nothing
function var addSeatWeaponGroup(int seatIndex, int weaponGroupIndex)
Adds a new weapon group for a given seat.
Parameters
weaponGroupIndex The index of the weapon group (0-9)
Returns
nothing
function var driftToLocation(vec3 location)
Executes the button presses necessary to have the ship drift to the target location. Drifting to a location means using only thrusters and not the main engine. This function must be called every tick in order to work correctly.
Parameters
Returns
nothing
function var flyToLocation(vec3 location, float velocityAtTarget)
Executes the button presses necessary to have the ship turn and fly to the target location. This function must be called every tick in order to work correctly.
Parameters
velocityAtTarget The physical velocity that the ship should have when arriving at its destination. Use real velocity (m/s) here, not desired velocity (0% - 100%)
Returns
nothing
function bitset<10> getActiveWeapons()
Returns a list of bools representing the currently active weapon groups.
function vec3 getAimedPositionBySeat(int seatIndex)
Returns the aimed position of a given seat.
Parameters
function vec3 getAimedPositionByWeaponGroup(int groupIndex)
Returns the aimed position of the seat that controls the given weapon group.
Parameters
function vec3... getAimedPositions()
Returns a list of aimed positions of all seats
function int... getAllControlActions()
Returns a list of bitsets (represented as ints) of control actions of all seats.
function int getControlActions(int seatIndex)
Returns the bitset of control actions of a given seat.
Parameters
function int getControlActionsByWeaponGroup(int groupIndex)
Returns the bitset of control actions of the seat that controls the given weapon group.
Parameters
function vec3 getFlownToLocation()
Returns the currently flown to location, which is set by calls to flyToLocation. Note: When the AI flies towards a location, it also sets this.
function int getSeatByWeaponGroup(int groupIndex)
Returns the seat that controls a particular weapon group.
Parameters
function ControlUnitSeat... getSeats()
Returns a list of seats of the control unit.
function Entity getSelectedObject(int seatIndex)
Returns the selected object of a given seat.
Parameters
function uuid getSelectedObjectId(int seatIndex)
Returns the id of the selected object of a given seat.
Parameters
function uuid... getSelectedObjectIds()
Returns a list of selected target ids of all seats
function bool isFiring(int seat)
Checks if the given seat is currently pushing "Fire" (see ControlActionBit.Fire1)
function bool isFiringTorpedoes(int seat)
Checks if the given seat is currently pushing "Fire Torpedoes" (see ControlActionBit.Fire2)
function bool isPlayerAPilot(int playerIndex)
Checks if the given player is setting in any seat of the control unit.
Parameters
function bool mayControlSquad(int playerIndex, int squadIndex)
Checks if the given player has the right to control the given fighter squad.
Parameters
squadIndex The index of the squad
function bool mayControlWeaponGroup(int playerIndex, int groupIndex)
Checks if the given player has the right to control the given weapon group.
Parameters
groupIndex The index of the weapon group
function bool maySteer(int playerIndex)
Checks if the given player has the right to pilot (steer) the ship. The player must be sitting in the pilot seat.
Parameters
function var removeSeat(int seatIndex)
Removes the given seat. Seat 0 can't be removed.
Parameters
Returns
nothing
function var setAimedPosition(vec3 location, int seatIndex)
Sets the current position that the non-independent turrets of the ship should aim at. This is, for example, what is set when the player aims.
Parameters
seatIndex The seat that the position should be set for
Returns
nothing
function var setControlActions(int mask, int seatIndex)
Sets the current control actions of the ship. A control action is basically a virtual button that is pressed on the control unit.
Parameters
seatIndex The seat that the control actions should be set for
Returns
nothing
function var setDesiredVelocity(float desiredVelocity)
Sets the desired velocity of the ship. Desired velocity is measured from 0 (standstill) to 1 (maximum speed the ship can fly). The engine of the ship will accelerate normally until the desired velocity is reached. This will not influence boosting.
Parameters
Returns
nothing
function var setKeyDownMask(int mask, int seatIndex)
Enables control actions of the ship. A control action is basically a virtual button that is pressed on the control unit. This function presses them (as in: pushes them down).
Parameters
seatIndex The seat that the control actions should be set for
Returns
nothing
function var setKeyUpMask(int mask, int seatIndex)
Disables control actions of the ship. A control action is basically a virtual button that is pressed on the control unit. This function releases them.
Parameters
seatIndex The seat that the control actions should be set for
Returns
nothing
function var setSelectedObjectId(Uuid location, int seatIndex)
Sets the current position that the non-independent turrets of the ship should aim at. This is, for example, what is set when the player aims.
Parameters
seatIndex The seat that the position should be set for
Returns
nothing
function var setTurningSpeedFactor(vec3 factor)
Sets the current turning speed factor. The turning speed factor is a multiplier for the turning speed of a ship, used in flyToLocation(), to smoothen turning once the ship looks towards its target (to avoid jittering). It is set during flyToLocation(), so make sure to set it to (1, 1, 1) if you want to control the ship yourself.
Parameters
Returns
nothing
function var stopShip()
Releases all buttons and sets the ship's desired velocity to 0.
Returns
nothing
function var stopSteering()
Releases all buttons but keeps the ship's desired velocity.
Returns
nothing
Callbacks Alliance [Client] Callbacks Alliance [Server] Callbacks Alliance [Server] Callbacks Entity Callbacks Galaxy Callbacks Player Callbacks Player [Client] Callbacks Sector Callbacks Server Callbacks
Command Entity FactionDatabase PlanGenerator Player Sector Server UsableInventoryItem
Boarding BspTree CargoBay CargoLoot ControlUnit CrewComponent DeletionTimer DirectFlightPhysics DockingClamps DockingParent DockingPositions Durability EnergySystem Engine FighterAI Hangar HyperspaceEngine InteractionText InventoryItemLoot Owner Physics Plan ReadOnlyBoarding ReadOnlyBspTree ReadOnlyCargoBay ReadOnlyControlUnit ReadOnlyCrew ReadOnlyDeletionTimer ReadOnlyEnergySystem ReadOnlyEngine ReadOnlyFighterAI ReadOnlyHangar ReadOnlyHyperspaceEngine ReadOnlyInteractionText ReadOnlyOwner ReadOnlyPhysics ReadOnlyPlan ReadOnlyShipAI ReadOnlyShipSystem ReadOnlyTorpedoAI [Server] [Client] [Server] [Client] ReadOnlyTorpedoAI [Server] [Client] [Server] [Client] ReadOnlyTorpedoLauncher ReadOnlyTurretBases ReadOnlyVelocity ReadOnlyWeapons ReadOnlyWormHole Shield ShipAI ShipSystem StructuralIntegrity SystemUpgradeLoot Thrusters Torpedo TorpedoAI TorpedoLauncher Turret TurretAI TurretBases Velocity Weapons WormHole
AllianceMember AllianceRank BlockPlan BlockPlanBlock BlockStatistics Box Captain Color ControlUnitSeat CraftDesign CraftStatsOverview Crew CrewMan CrewProfession DebugInfo dvec2 dvec3 dvec4 Entity EntityDescriptor FighterTemplate Format GameSettings Group HighResolutionTimer Inventory InventoryTurret ivec2 ivec3 ivec4 Language Mail Material Matrix ModManager NamedFormat PlanBspTree PlanetSpecifics PlanGenerationStage PlanPart PlanStyle PlayerId PluralForm Profiler QuadTree Random Rarity Ray ReadOnlyEntity Rect Relation Scenario SectorView Seed Sphere Squad SystemUpgradeTemplate Timer Tooltip TooltipLine TorpedoShaft TorpedoTemplate TradingGood TurretDesign TurretDesignPart TurretTemplate UsableInventoryItem Uuid VanillaInventoryItem vec2 vec3 vec4 Version Weapon
EntityIcon EntityTooltip PlanMesh ReadOnlyIcon ReadOnlyPlanMesh ReadOnlyScriptUI ReadOnlyTooltip ScriptUI
Achievements Alliance [Client] CameraKeyFrame CaptainSelectionItem Client ClientSettings ColorSelectionItem CraftDesignSelectionItem Faction [Client] Galaxy [Client] GalaxyMap GameInput GlowFX IconSelectionItem InputWindow InventoryReferenceSelectionItem InventorySelectionItem Keyboard LaserFX Mouse Music PixelIconSelectionItem Planet Player [Client] PlayerWindow RefractionFX Sector [Client] SelectionItem ShipDatabaseEntry [Client] SoundSource StrategyState TargetIndicator TooltipRenderer TurretDesignSelectionItem
AllianceEmblem AllianceTab ArrowLine Button [Client] [Client] Button [Client] [Client] CaptainIcon CaptainProfile CheckBox ComboBox ContextMenu CraftPortrait CrewBar Frame Hud InventorySelection Label Line ListBox ListBoxEx MapArrowLine MapIcon MultiLineTextBox NumbersBar Picture PlanDisplayer ProgressBar SavedDesignsSelection ScrollFrame Selection ShipWindow Slider StatisticsBar Tab TabbedWindow TextBox TextField TooltipDisplayer Tree UIArbitraryHorizontalSplitter UIArbitraryVerticalSplitter UIContainer UIElement UIGridSplitter UIHorizontalLister UIHorizontalMultiSplitter UIHorizontalSplitter UIOrganizer UIRect UIRenderer UIVerticalLister UIVerticalMultiSplitter UIVerticalSplitter ValueComboBox Window
EntityTransferrer FighterController Loot ReadOnlyEntityTransferrer ReadOnlyFighterController ReadOnlyLoot ReadOnlyTurretController ReadOnlyWreckageCreator TurretController WreckageCreator
Alliance [Server] Faction [Server] Galaxy [Server] Player [Server] ReadOnlySector Sector [Server] Server ShipDatabaseEntry [Server]
AIState AlliancePrivilege BeamShape BlockShading BlockStructure BlockType BlockType2 BoxType BuildError CaptainGenderId ChatChannel ChatMessageType ComponentType ControlAction ControlActionBit ControlStyle CoolingType CraftStatsOverviewStat CrewProfessionType CrewRank DamageSource DamageType DeletionType Difficulty EntityArrivalType EntityType FighterOrders FighterStartError FighterType FontType ImpactParticles InventoryItemType JumpError KeyboardKey ListBoxEntryType MalusReason MaterialType MoonType MouseButton PlanetType PlayerStateType ProjectileShape RarityType RelationStatus SavedDesignType ScenarioType SectorChangeType ShipAvailability SoundType StatsBonuses TargetIndicatorVisuals TransformationFeature TurretAutoFireMode TurretSlotType WeaponAppearance WeaponCategory
This is the official documentation for the scripting API of Avorion. This documentation is automatically generated and not necessarily complete. Depending on the context in which functions exist, some documentation such as descriptions, return values or variable names or types may be missing.
Work in Progress. Documentation of Avorion Version: 2.5.7 c8e4beec84f7