Scripts
Registers ordered team-mission lists containing up to fifty mission and argument pairs.
- Kind
- Record
- File
AI.INI,AIFS.INI,map file- Registered in
[ScriptTypes]- Section
[<Script ID>]- Record form
<slot>=<mission>,<argument>
Fields
| # | Field | Accepted value | Required |
|---|---|---|---|
| 1 | Mission | Team mission index | Yes |
| 2 | Argument | Integer interpreted by the selected mission | Yes |
Each value in [ScriptTypes] is a script ID, and the section with that name holds the script. The number to the left of a [ScriptTypes] line only names the line. Give each line a distinct number: a repeated number replaces the earlier line in the same file, as INI syntax describes, so the earlier script is not loaded.
In a script section, Name= gives the display name and the numbered lines 0 through 49 hold the missions in order. The game reads those lines in number order and packs them together, so gaps in the numbering are skipped. Lines numbered 50 or higher are ignored. Each mission page says what its argument means.
[ScriptTypes]0=MyAttackScript
[MyAttackScript]Name=Attack any enemy0=0,1 ; Attack, with argument 1 (any suitable enemy)The game reads scripts from AI.INI, then from AIFS.INI when Firestorm is enabled, then from the map file. OPENTS.INI can rename the two AI files. When a later file lists a script ID that an earlier one already loaded, the later file’s section replaces that script’s missions. If the later file lists the ID but has no section for it, the earlier script is kept unchanged.
Accepted settings
1 of 1
| Key | Description | Value | When omitted |
|---|---|---|---|
Name[<ObjectType ID>] | The display name of a type definition, a scenario, a multiplayer map, or a music track. | string | the type's section name |
No keys match the current filters.
Source files
Linked at revision 51b52aa38392.