API:CBaseShipManager

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The CBaseShipManager is required to perform actions on a ship.

For this it is first necessary to create an instance of CMyShip:

Var Ship As New CMyShip(123456);

On the ship with the NCC 123456 all methods of the CBaseShipManager now apply because the property Action of CMyShip Class is the equivalent of CBaseShipManager.

Example

Var Ship as New CMyShip(123456);
Var Station as New CMyShip(654321);
Ship.Action.CollectOre(20);
Ship.Action.FlyTo('150|250');
Ship.Action.EnterOrbit();
Ship.Action.DockTo(Station.ShipID);
Ship.Action.TransferToShip(Station.ShipID,100,EBeamResource.IridiumOre);
Ship.Action.TransferFromShip(Station.ShipID,20,EBeamResource.Antimatter);
Ship.Action.TransferFromShip(Station.ShipID,20,EBeamResource.Deuterium);
Ship.Action.TransferFromShip(Station.ShipID,10,EBeamResource.Dilithium);
Ship.Action.RefillWarpCore(500, EWarpcoreFillType.diliAMDeut);
Ship.Action.Undock();
Ship.Action.LeaveOrbit();
Ship.Action.FlyTo('152|251');

In this example the ship would carry out the specified actions, in this case, collecting ore, flying to a station in orbit, docking, transferring the ore collected to the station, transferring fuel from the station, refilling the warp core, undocking, leaving orbit then flying back.


Methods

Here is a list of the common CBaseShipManager methods:

Please Note: The actions are subject to the same restrictions as in the game, which means you can only interact with other ships if they are in the same sector or for example, only activate the main computer when crew and energy are on the ship.


Important: Before you perform any actions, first check whether this is possible, e.g. when beaming or activating SRS - otherwise unnecessary code will be executed and a combat tick may be calculated (even if there are no enemy ships. Please keep in mind that your script can carry out a maximum of 100 actions per run, so don't just pay attention to the server for love!



Method Parameter Explanation
ActivateLRS(Status) Boolean With Ship.Action.ActivateLRS(True) the LRS is activated, with False it is deactivated
ActivateMaincomputer(Status) Boolean Activates/Deactivates the main computer
ActivateOverdrive(Status) Boolean Activates/Deactivates overdrive
ActivateReplicators(Status) Boolean Activates/Deactivates the replicator on board
ActivateShields(Status) Boolean Activates the shields
ActivateSRS(Status) Boolean Activates the SRS
ActivateTractorBeam(ShipID) Integer Directs a tractor beam to the ship which has the NCC number ShipID
ActivateWarpCore(Status) Boolean Activates the Warpcore
ApplyGoodsToConstruction() - Applys goods when converting tugs/stations
CollectDeuterium(Energy) ** Integer Collects Deuterium with the amount of energy specified as Energy
CollectOre(Energy) ** Integer Collects Iridium Ore with the amount of energy specified as Energy
DeactivateTractorBeam() - Deactivates the tractor beam in which another ship is being held
DockHangar(inShipID) Integer Enters the hangar of the ship specified as inShipID
DockHangarForce(targetShip) Integer Pulls the ship with NCC targetShip into the hangar, ship must be held with a tractor beam first
DockTo(ShipID) Integer Docks to the Ship/Station with the NCC ShipID
DockToForce(ShipID) Integer Pulls the ship with NCC targetShip into a docking port, ship must be held with a tractor beam first
EnterOrbit - Enter the orbit of the colony the ship is over
ExtractFromWreck(Quantity) Integer Uses the specified quantity of energy to extract duranium from a Debris Field
Fly(NumberOfFields, Direction) Integer, EShipDirection Flies the Number of Fields in the predetermined Direction
FlyTo(Position) ** String Flies to the specified coordinates in format 'x|y'
Hide Boolean Hides the Ship (If it is in a Dense Deuterium Nebula or Large Asteroid Field)
JettisonGoods(Quantity, GoodsType) Integer, EGoodsType Jettisons the quantity of the GoodsType specified
LeaveAllFleets() - Leaves all fleets which the ship was part of
LeaveOrbit() - Leaves orbit
RefillWarpCore(Quantity, WarpcoreType) Integer, EWarpcoreFillType Charges the warp core by the quantity specified with the type of goods specified
Repair(Status) Boolean Activates/Deactivates the autorepair function on the ship
ReserveBatterieEntladen(Quantity) Integer
SalvageItemsFromWreck(ShipID) Integer Beams any items from the Debris Field with the NCC ShipID
SchildeAufladen(Quantity) Integer
SetAlertLevel(alertLevel) EAlertLevel Sets the alert level to the given value of the type EAlertLevel
SetName(Name) String Renames the ship
StationsReserveBatterieAufladen(Quantity) Integer
TransferFromColony(ColonyID, Quantity, ResourceType) Integer, Integer, EBeamResource Transports from the colony with ID ColonyID the specified Quantity of resources of type ResourceType (EBeamResource)
TransferFromShip(ShipID, Quantity, ResourceType) Integer, Integer, EBeamResource Transfers goods from the ship with NCC FromShipID
TransferToColony(ColonyID, Quantity, ResourceType) Integer, Integer, EBeamResource Transports goods to colony
TransferToShip(ShipID, Anzahl, Ressource) Integer, Integer, EBeamResource Transports goods to ship
Undock() - Undocks the ship
UndockForce(targetShip) Integer Force undocks the ship with the NCC specified
UndockHangar() - Causes the ship to exit the hangar
UndockHangarForce(targetShip) Integer Forces the ship with the NCC specified out of the hangar
**Only possible with Feature Pack

https://game.en.stne.net/objectexplorer?p=CBaseShipManager

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