Avorion Script API Documentation

Hangar

function Hangar(var id)

Parameters

id The id of the entity this component belongs to, or the entity itself, must be an id of an existing entity or nil for the entity in the current script context

Returns

A new instance of Hangar

property Entity entity[read-only]
property uuid entityId[read-only]
property float freeSpace[read-only]
property static int maxFighters[read-only]
property int maxSquads[read-only]
property static int minFighters[read-only]
property unsigned int numFighters[read-only]
property unsigned int numSquads[read-only]
property unsigned int numSupportedSquads[read-only]
property float occupiedSpace[read-only]
property static float space[read-only]

function var addFighter(unsigned int squad, FighterTemplate fighter)

Returns

nothing

function unsigned int addSquad(string name)

function bool canLand(Entity entity)

function var clear()

Returns

nothing

function var collectAllFighters()

Returns

nothing

function bool fighterTypeMatchesSquad(FighterTemplate fighter, unsigned int squadIndex)

function FighterTemplate getBlueprint(unsigned int squadIndex)

function FighterTemplate getFighter(unsigned int squadIndex, unsigned int fighterIndex)

function double getFighterDPS()

function Material getHighestMaterialInSquadMainCategory(unsigned int squadIndex)

function Matrix getRandomStartPosition()

function Squad getSquad(unsigned int index)

Returns a full squad. Caution: This function has to do a lot of copy operations and is slow.

Parameters

index The index of the squad to get

Returns

A Squad object containing the squad, or nil if no squad with the given index exists

function double getSquadDPS(unsigned int squadIndex)

function unsigned int getSquadFighters(unsigned int squadIndex)

function var getSquadFighterType(unsigned int squadIndex)

function unsigned int getSquadFreeSlots(unsigned int squadIndex)

function bool getSquadHasRawMinersOrSalvagers(unsigned int squadIndex)

function Uuid getSquadId(unsigned int squadIndex)

function var getSquadMainWeaponCategory(unsigned int squadIndex)

Returns the weapon type that most fighters of this squad are equipped with. Use this to determine if an AI controlled ship can use this squad to mine or salvage. In case mulitple weapon types are equally present a random one is returned.

function unsigned int getSquadMaxFighters(unsigned int squadIndex)

function var getSquadName(unsigned int squadIndex)

function unsigned int... getSquads()

function var moveFighterToSquad(unsigned int squadIndex, unsigned int fighterIndex, unsigned int newSquadIndex)

Returns

nothing

function var moveSquad(unsigned int squadIndex, unsigned int newSquadIndex)

Returns

nothing

function var removeFighter(unsigned int index, unsigned int squad)

Returns

nothing

function var removeSquad(unsigned int index)

Returns

nothing

function var setBlueprint(unsigned int squad, FighterTemplate [or nil] fighter)

Returns

nothing

function var setSquad(unsigned int index, Squad squad)

Sets a full squad. Caution: This function has to do a lot of copy operations and is slow.

Parameters

index The index of the squad to set
squad A Squad object that should be set as the given squad

Returns

nothing

function var setSquadName(unsigned int index, string newName)

Returns

nothing

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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