Index    Objects hierarchy


campaign object

object
 +-- objectX
      +-- campaign

Description

 

Functions

(All functions are static)

int  GetCampaignTime()
void RegisterMission(int nMissinNum, string strMissionLevel, string strMissionScript, string strShortBriefing, int nFlags, int nLongitude, int nLatitude, int nDistanceToBase1, int nDistanceToBase2, int nDistanceToBase3, int nNextMission0, int nNextMission1, int nNextMission2, int nNextMission3)
void RegisterMission(int nMissinNum, string strMissionLevel, string strMissionScript, string strShortBriefing, int nFlags, int nLongitude, int nLatitude, int nDistanceToBase1, int nDistanceToBase2, int nDistanceToBase3, int nNextMission0, int nNextMission1, int nNextMission2)
void RegisterMission(int nMissinNum, string strMissionLevel, string strMissionScript, string strShortBriefing, int nFlags, int nLongitude, int nLatitude, int nDistanceToBase1, int nDistanceToBase2, int nDistanceToBase3, int nNextMission0, int nNextMission1)
void RegisterMission(int nMissinNum, string strMissionLevel, string strMissionScript, string strShortBriefing, int nFlags, int nLongitude, int nLatitude, int nDistanceToBase1, int nDistanceToBase2, int nDistanceToBase3, int nNextMission0)
void RegisterMission(int nMissinNum, string strMissionLevel, string strMissionScript, string strShortBriefing, int nFlags, int nLongitude, int nLatitude, int nDistanceToBase1, int nDistanceToBase2, int nDistanceToBase3)
void EnableMission(int nMissionNum, int nEnable)
void ActivateMission(int nMissionNum, int nActivate)
void EnableMissionsEq(int nFlagsAndValue, int nFlagsEqValue, int nEnable)
void EnableMissions(int nFlagsAndValue, int nEnable)
void ActivateMissionsEq(int nFlagsAndValue, int nFlagsEqValue, int nActivate)
void ActivateMissions(int nFlagsAndValue, int nActivate)
int  IsMissionEnabled(int nMissionNum)
int  IsMissionActive(int nMissionNum)
int  AreMissionsEnabled(int nFlagsAndValue, int nFlagsEqValue)
int  AreMissionsActive(int nFlagsAndValue)
int  AreMissionsEnabledEq(int nFlagsAndValue, int nFlagsEqValue)
int  AreMissionsActiveEq(int nFlagsAndValue, int nFlagsEqValue)
int  GetNextMission(int nMissionNum, int nNextPosition)
int  GetCurrentMission()
void LoadMission(int nWorldNum, int nMissionNum)
void LoadBase(int nWorldNum, int nMissionNum, int nOwner)
void SetActivePlayerAndWorld(int nPlayerNum, int nWorldNum)
void SetTimer(int nTimerNum, int nInterval)
void EnableChooseMissionButton(int nEnable)
void CreateGamePlayer(int nPlayerNum, int nRace, int nPlayerType, string strScript)
int  GetMoneySentToOrbit()
int  GetSeason()
void SetSeason(int nSeason)
void SetMissionState(int nMissionNum, int nState)
void GetMissionState(int nMissionNum)
int  GetPlayerSideColor(int nIffNum)
void SetPlayerSideColor(int nIffNum, int nNewSideColor)
void ForceKeepLoadProgress(int nWorldsToLoadCnt)
void ForceCloseLoadProgress()
void ForceKeepBitmapAfterStatistic()

Events

void StartMission(int nMissionNum)
void EndingMission(int nMissionNum, int nResult)
void EndMission(int nMissionNum, int nResult)
void EnableNextMission(int nMissionNum, int nNextMissionNum, int nEnable)
void Timer0()
void Timer1()
void Timer2()
void Timer3()
void Timer4()
void Timer5()
void Timer6()
void Timer7()
int  CustomEvent0(int nParam1, int nParam2, int nParam3, int nParam4)
int  CustomEvent1(int nParam1, int nParam2, int nParam3, int nParam4)
int  CustomEvent2(int nParam1, int nParam2, int nParam3, int nParam4)
int  CustomEvent3(int nParam1, int nParam2, int nParam3, int nParam4)
int  CustomEvent4(int nParam1, int nParam2, int nParam3, int nParam4)
int  CustomEvent5(int nParam1, int nParam2, int nParam3, int nParam4)
int  CustomEvent6(int nParam1, int nParam2, int nParam3, int nParam4)
int  CustomEvent7(int nParam1, int nParam2, int nParam3, int nParam4)

Enums

Player types:

playerAI
playerLocal

Mission states:

stateAvailable
stateFailed
stateSkiped
stateAccomplished

Game features [MP]:

lockResearchDialog
lockConstructionDialog
lockUpgradeWeaponDialog