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Script
Start another script from withing an executing script. Used mostly for cutscenes.
script Spg2\Scripts\scriptName.sal ;
SectorId
Get Id of current sector (hex).
int sectorID ;
sector GetId sectorID ;
SetAcquire
Set quest acquired flag. It can be either 0(false) or 1(true).
mainquest GetById 1 SetAcquire 1 ;
sidequest GetById 1 SetAcquire 1 ;
SetAIQuestStatus
Flag that sets desired behavior to a ship. Use this function on quest-related ships ONLY! Set appropriate flag for desired behavior.
int aiState_0 = 0 ;
int aiState_1 = 1 ;
int aiState_2 = 2 ;
int aiState_3 = 3 ;
int aiState_4 = 4 ;
ship GetbyKeyName ship0 SetAIQuestStatus aiState_1 ;
SetAIStatus
Can be set either to 0(active) or 1(passive). Passive ships will not act on their own default AI behavior.
ship GetByKeyName ship0 SetAIStatus 0 ;
SetAngularVelocity
Set angular velocity of a mesh in an assembly.
float3 angVel = 0.0 4.5 0.0 ;
float interpolation = 1.0 ;
float delay = 1.5 ;
tgate GetByKeyName korkyraGate GetMesh 1 SetAngularVel angVel interpolation delay ;
SetAvailable
Set quest available flag. It can be either 0(false) or 1(true).
mainquest GetById 1 SetAvailable 1 ;
sidequest GetById 1 SetAvailable 1 ;
SetBoardable
Set a ship's boardable flag. (o == false, 1 == true)
Ships with flag set to 0 CANNOT be boarded!
int boardFlag = 0 ;
ship GetByKeyName ship0 SetBoardable boardFlag ;
SetCanRepair
Set repairable flag for structures. Repair action can only be done on structures that have this flag set to 1.
Flag can be set either to 0(false) or 1(true).
structure GetByKeyName structure01 SetCanRepair 0 ;
SetCloak
Set ship cloak state to true(1) or false(0).
int cloakState = 1 ;
ship GetbyKeyName ship0 SetCloaked cloakState ;
SetCommoditiesCount
Set an exact quantity of commodities in the player inventory.
int amount = 101 ;
int commodityId = 5 ;
player SetCommoditiesCount commodityId amount ;
SetCondition
Set specific AI condition of an object. State can be set to either o(indestructible) or 1(destructible).
ship GetByKeyName ship0 SetCondition 0 ;
SetControlEnabled
Switch player controls OFF (0) or ON (1).
game SetControlEnabled 1 ;
SetCredits
Set player credit count.
int credits = 1500 ;
player SetCredits credits ;
SetCSCamera
Initializes the cutscene camera controls.
camera SetCSCamera 1 ;
camera SetCSCamera 0 ;
SetDefault
Reverts camera setup to the saved parameters (GetDefault).
NEVER activate this function before(!) using GetDefault.
camera SetDefault ;
SetEnabled
Activate or deactivate an object. Ship is used only as example. Can be set either to 0(disabled) or 1(enabled).
ship GetByKeyName ship0 SetEnabled 1 ;
ship GetByKeyName ship0 SetEnabled 0 ;
SetExp
Set player experience.
int exp = 1000 ;
player SetExp exp ;
SetFloat
Sets the float modding variable in the save file to the wanted value.
int stackVarId = 0 ;
float floatVal = 0.0 ;
modingvar SetFloat stackVarId floatVal ;
modingvar SetFloat 0 floatVal ;
SetFriendFoe
Friend-Foe mechanism. Used during missions to prevent randomly generated AI ships from interfering.
status = 0 [neutral objects will not interfere
status = 1 [friendly objects will assist player by default]
status = 2 [hostile objects will attack player by default]
Specific behaviour must be scripted.
int status = 0 ;
ship GetByKeyName ship0 SetFriendFoe status ;
SetHP
Sets hull of object to a fixed value.
float shipHP = 500.0 ;
ship GetByKeyName ship0 SetHP shipHP ;
SetHPRel
Sets hull of object to its relative percentage, taking into account the object's base Hull value.
int HullPercentage = 100 ;
ship GetByKeyName ship0 SetHPRel HullPercentage ;
SetInt
Sets the integer modding variable in the save file to the wanted value.
int stackVarId = 0 ;
int intVal = 0 ;
modingvar SetInt stackVarId intVal ;
modingvar SetInt 0 intVal ;
SetInvulnerable
Set whether ship is invulnerable (1) or not (0).
ship GetByKeyName ship0 SetInvulnerable 1 ;
SetMark
Mark an object as important. Used for marking quest objects. 0 = clear marker 1 = main mission 2 = side mission 3 = freelance mission
ship GetByKeyName ship0 SetMark 1 ;
SetMeshPosition
Set mesh position in an assembly (offset).
float3 position = 0.0 30.0 0.0 ;
float interpolation = 1.0 ;
float delay = 1.5 ;
tgate GetByKeyName korkyraGate GetMesh 1 SetPosition position interpolation delay ;
SetMeshRotation
Set rotation of a mesh in an assembly.
float3 rotation = 0.0 1.57 0.0 ;
float interpolation = 1.0 ;
float delay = 1.5 ;
tgate GetByKeyName korkyraGate GetMesh 1 SetRotation rotation interpolation delay ;
SetMeshVisibility
Toggle rendering of an object mesh. State can be set to either 0(invisible) or 1(visible). Mesh shader MUST support fading!
int state = 1 ;
float delay = 1.5 ;
tgate GetByKeyName korkyraGate GetMesh 1 SetVisible state delay ;
SetParticleVisibility
Toggle rendering of an object particle. Type can be set to either 1(interpolation) or 2(instant).
int state = 1 ;
int interpolation = 1 ;
float delay = 1.5 ;
tgate GetByKeyName korkyraGate GetParticle 1 SetVisible state interpolation delay ;
SetPTE
Set ship Power to Engines to ON(1) or OFF(0).
int pteState = 1 ;
ship GetbyKeyName ship0 SetPTE pteState ;
SetQuestItemCount
Set an exact quantity of a quest item in the player inventory.
int amount = 4 ;
int itemId = 2 ;
player SetQuestItemCount itemId amount ;
SetQuestMode
Switch Quest mode to OFF (0) or ON (1). QuestMode MUST be set to ON before SetAIQuestStatus is used on ships!
game SetQuestMode 1 ;
SetReputation
Set player's reputation.
int rep = 1200 ;
player SetReputation rep ;
SetRotation
Set object rotation.
float3 rotation = 1.0 0.0 0.0 ;
ship GetByKeyName ship0 SetRotation rotation ;
SetScale
Set scale of a mesh in an assembly. assemblyex object is used only as an example.
int retId = 0 ;
int meshId = 1 ;
float3 scale = 12.0 12.0 12.0 ;
float interpolation = 1.0 ;
float delay = 0.0 ;
assemblyex GetMesh retId meshId SetScale scale interpolation delay ;
SetSolve
Set quest solved flag. It can be set either to 0(false) or 1(true).
mainquest GetById 1 SetSolve 1 ;
sidequest GetById 1 SetSolve 1 ;
SetSpeed
Sets ship speed. Used primarily for the player. AI ships eventually resume their default AI behavior.
float speed = 5.0 ;
ship GetPlayer SetSpeed speed ;
SetTransparent
Set transparency of a mesh in an assembly. assemblyex object is used only as an example.
int retId = 0 ;
int meshId = 1 ;
float transparency = 0.5 ;
float interpolation = 1.0 ;
float delay = 0.0 ;
assemblyex GetMesh retId meshId SetTransparent transparency interpolation delay ;
SetTroopersNo
Set the number of Troopers on a ship.
int trooperCount = 10 ;
ship GetByKeyName ship0 SetTroopersNo trooperCount ;
SetType (camera)
Defines the camera type and its parameters. This function requires the SetCSCamera function to be turned ON before using.
OBJECT TYPES (hard-coded)
player == 0
ship == 1
tgate == 2
wormhole == 3
rift == 4
station == 5
structure == 6
planet == 7
asteroid field == 8
nebula == 9
waypoint == 10
derelict == 11
anomaly == 12
trigger == 13
junkyard == 14
scenery == 15
single asteroid == 16
platform == 17
path == 18
ROTATION CAMERA
int objectType = 1 ;
float rotationStart = 2.4 ;
float rotationSpeed = 0.08 ;
float verticalStart = 2.4 ;
float verticalOffset = 12.0 ;
float verticalSpeed = 0.06 ;
float cameraDistance = 60.0 ;
camera SetType 5 objectType SHIP_0 rotationStart rotationSpeed verticalStart verticalOffset verticalSpeed cameraDistance ;
camera SetType 5 0 NONE rotationStart rotationSpeed verticalStart verticalOffset verticalSpeed cameraDistance ;
LOCK-ON CAMERA
int objectType = 1 ;
float verticalStartA = 5.0 ;
int focusObjType = 7 ;
float verticalStartB = 0.0 ;
float cameraDistance = 2700.0 ;
camera SetType 6 objectType SHIP_0 verticalStartA focusObjType trinityPLA verticalStartB cameraDistance ;
camera SetType 6 0 NONE verticalStartA focusObjType trinityPLA verticalStartB cameraDistance ;
SetZoom
Set camera zoom. Needs SetCSCamera to be first set to ON.
float time = 1.0 ;
float zoomAmount = 190.0 ;
camera SetZoom 0 time zoomAmount ;
Shake (screen)
Screen-shake effect.
LOCAL
int sort = 1 ;
int shakeType = 0 ;
float power = 0.5 ;
float duration = 0.6 ;
float delay = 0.0 ;
float3 position = 0 0 0 ;
float radius = 400.0 ;
camera Shake sort shakeType power duration delay position radius ;
GLOBAL
int sort = 0 ;
int shakeType = 0 ;
float power = 0.5 ;
float duration = 0.6 ;
float delay = 0.0 ;
camera Shake sort shakeType power duration delay ;
Shockwave
Generate a shockwave.
float delay = 0.0 ;
float3 position = 0.0 0.0 0.0 ;
float3 color = 1.0 1.0 1.0 ;
int shapeId = 0 ;
int textureId = 0 ;
float radiusStart = 0.0 ;
float radiusEnd = 50.0 ;
float lifetime = 2.0 ;
float distortion = 0.2 ;
float refraction = 0.2 ;
float yScale = 1.0 ;
int fadeType = 1 ;
shockwave delay position color shapeId textureId radiusStart radiusEnd lifetime distortion refraction yScale fadeType ;
ShowAllPanels
Turns HUD panels ON(1) or OFF(0).
NEVER turn panels ON if you haven't already shut them down first!
game ShowAllPanels 0 ;
ShowLine
Show horizontal black lines. Used in cutscenes. Can be set to either true(1) or false(0).
screen ShowLine 1 ;
ShowText
Show text on the bottom of the screen.
int miscLine = 0 ;
float duration = 10.0 ;
screen ShowText miscLine duration ;
ShowWarnings
Show special notification panel with needed title and text.
int titleLine = 1 ;
int textLine1 = 2 ;
int textLine2 = -1 ;
screen ShowWarnings titleLine textLine1 textLine2 ;
ShowWarningsEx (pass through wormhole)
Show special notification panel. Title and text lines are hard-coded, but parameters can be sent through. If a parameter is set to 0, it is NOT shown on the notification panel.
int troopers = 5 ;
int hull = 100 ;
int wrongLoc = 0 ;
screen ShowWarningsEx 16 troopers hull wrongLoc ;
Sound
Play global sound.
sound soundName ;
Sound3D
Play local sound with distance falloff.
float3 position = 0.0 0.0 0.0 ;
sound3d soundName position ;
Spawn ship (shipAdd)
Spawn a ship based on current region parameters(!).
For keyname use either custom literal value OR keyword "GENERIC" which means the game will assign a generic keyname.
Using GENERIC prevents you from manipulating the spawned ship later on via its keyname.
Keyname MUST be used directly in the function as literal value.
int type = 0 ;
float3 position = 0.0 0.0 0.0 ;
int faction = 0 ;
int shipId = 0 ;
shipAdd ship0/GENERIC type position faction shipId ;
Storypanel
Force open a special panel. Used specifically for important VO logs during main campaign. The only parameter is the hard-coded ID.
storypanel 0 ;
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