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Mission

INI referenceEnumsMissionType

Runtime mission state machines assignable through mission-valued scripting payloads.

Engine enum
MissionType
Input form
Integer

These are the mission states used by live objects. They are separate from the team-script mission opcodes listed under Mapping.

The Do this… team mission is the only script that names one, and what becomes of the state between the script line and the team member belongs to that page. QMove is the one value that never reaches an object as itself, whichever route assigns it.

Four of the states belong to particular kinds of object rather than to objects at large. Repair is a structure servicing what it holds or has docked: a repair bay repairs and reloads the vehicle in radio contact with it, a hospital heals the infantryman it holds, and an armory promotes one instead of healing it. A construction yard answers to the same state with a production animation and nothing more. A vehicle put on Repair finds the repair bay named in the rules and switches itself to Enter. Missile is a structure’s launch sequence — a missile silo’s, whichever missile the silo was given, or an EM pulse cannon’s — and Open a gate opening and closing again, and no kind but a structure carries either. Rescue is the one of the four that infantry, vehicles and aircraft all run: it clears the threats around a nominated spot, heads for the destination its house picks, and settles into guarding that area on arrival — which is what most of the defenders a computer house calls up when its base is attacked are put on, with the object under attack as the spot.

A state an object has no handling for is not refused. It becomes that object’s mission and then does nothing, waking every thirty seconds to do nothing again until something else replaces it, so a script that hands a team Missile or Open leaves its members standing where they are.

Values

25 of 25

InputMeaningEngine constantStored value
0Sleep and perform no active task.MISSION_SLEEP0
1Attack the nearest suitable enemy.MISSION_ATTACK1
2Move toward the assigned destination.MISSION_MOVE2
3Rewritten to Move before the mission is queued.MISSION_QMOVE3
4Retreat toward home or safety.MISSION_RETREAT4
5Hold position and guard.MISSION_GUARD5
6Hold position without being recruited.MISSION_STICKY6
7Enter another object cooperatively.MISSION_ENTER7
8Enter a target to capture it.MISSION_CAPTURE8
9Find and collect nearby Tiberium.MISSION_HARVEST9
10Actively guard an area.MISSION_GUARD_AREA10
11Return to a refinery or delivery point.MISSION_RETURN11
12Stop and remain still.MISSION_STOP12
13Wait in ambush until discovered.MISSION_AMBUSH13
14Search for and destroy enemies.MISSION_HUNT14
15Find a location and unload cargo.MISSION_UNLOAD15
16Enter a target to destroy it.MISSION_SABOTAGE16
17Run building buildup.MISSION_CONSTRUCTION17
18Run building builddown or selling.MISSION_DECONSTRUCTION18
19Repair or reload a docked vehicle, heal or promote held infantry, or send a vehicle to the repair bay.MISSION_REPAIR19
20Clear the threats around a nominated spot, then move to the cell the house picks and guard the area there.MISSION_RESCUE20
21Run a structure's launch sequence: a missile silo's, or an EM pulse cannon's aim and fire.MISSION_MISSILE21
22Remain passive and appear nonthreatening.MISSION_HARMLESS22
23Open a gate and close it again once the way is clear.MISSION_OPEN23
24Patrol assigned points.MISSION_PATROL24

Used by

Source files

Linked at revision 59fae722af8c.