Lionhead Challenge Language Documentation

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8 Objects

These functions allways return an object in the game. They mostly deal with either creating an object or finding an object in the world.

See also:

8.1 Misc Objects

Getting and creating miscalaneous object types.

  1. get WEATHER_INFO climate at coord_expression radius expression
  2. create video window with left expression top expression width expression height expression
  3. create highlight challenge_id constant at position
  4. create dyk at coord_expression title text_string description text_string
  5. create timer for expression second[s]
  6. object pilgrimage constant to town object with expression pilgrims
  7. create terminal object at position with a duration of expression seconds
  8. create rubble type expression scale expression at position velocity position
  9. create mixer

8.2 Generic Objects

Creating and getting objects of any kind *

  1. address of
  2. variable array
  3. variable array
  4. get constant at position
  5. get object called string
  6. get types at position radius expression
  7. get types in object not near coord_expression radius coord_expression
  8. get types in object
  9. get poisoned types in object
  10. get non-poisoned types in object
  11. get types in object at position radius expression
  12. get types flying at position radius expression exclude_scripted
  13. convert object using constant
  14. create types at coord_expression opt_radius
  15. create with radius expression types at coord_expression opt_radius
  16. create with angle expression and scale expression types at position
  17. get held by object
  18. get dropped by object
  19. get object hand is over
  20. get object object leashed to
  21. get object left_right_middle clicked
  22. get object held
  23. get target object for object
  24. get first in object
  25. get next in object after object
  26. get object in creature hand
  27. get flock object leader
  28. object hit object

8.3 Miracle Objects

Creating or getting Miracle related objects *

  1. get spell icon constant in object
  2. get object creator
  3. create volcano at coord_expression
  4. create volcano at coord_expression
  5. create earthquake start coord_expression end coord_expression player expression
  6. create siren at coord_expression player expression

8.4 Dance Objects

Creating or getting Dance objects *

  1. make object dance constant around position time
  2. get object dance

8.5 Flock Objects

Creating or getting Flock objects *

  1. flock at position
  2. get object flock
  3. create flock constant at coord_expression opt_radius
  4. create flock container

8.6 Town Objects

Creating or getting Town objects *

  1. create player expression town at coord_expression type constant
  2. get nearest town at position for player expression radius expression
  3. get town with id expression
  4. get town object is migrating to
  5. get town migrating to player 0 expression
  6. get last town migrated to player 0
  7. get town object is migrating to
  8. get next town object to migrate to town object

8.7 Marker Objects

Creating Marker objects *

  1. marker at position
  2. marker at camera_enum

8.8 Influence Objects

Creating Influence objects *

  1. create influence on object radius
  2. create influence at position radius expression
  3. create anti influence on object radius
  4. create anti influence at position position radius

8.9 Creature Objects

Creating and getting Creature related objects *

  1. get player expression creature
  2. create types at coord_expression using only alignment opt_good_neutral_evil

8.10 Villager Objects

Getting Villager related objects *

  1. get adult at coord_expression radius 100 excluding disciple constant
  2. get types in state constant at position radius expression
  3. get disciple constant at position radius expression
  4. create random villager of tribe constant at position
  5. get dead at position radius expression
  6. get constant living in abode object

8.11 Building Objects

Creating and getting Building related objects *

  1. get planned types near coord_expression radius expression exclude_scripted
  2. build town object buildings of type constant in group expression
  3. get planned types in town near coord_expression radius expression exclude_scripted
  4. build town object epic wonders of type constant in group expression
  5. build town object embellishments of type constant in group expression
  6. build building at position desire expression
  7. get building constant in object min built expression exclude_scripted
  8. get building constant in object max built expression exclude_scripted
  9. get building resource constant in house
  10. get town object storage pit with most constant
  11. get random abode in town object
  12. get random home in town object
  13. get random abode of type constant in town object
  14. get wall segment nearest position radius expression
  15. get prison of object

8.12 Army Objects

Creating and getting Army related objects *

  1. create platoon constant at coord_expression with expression men and expression women
  2. split expression soldiers from platoon object
  3. get platoon nearest coord_expression radius expression
  4. get platoon of player expression nearest coord_expression radius expression
  5. get siege weapon of player expression nearest coord_expression radius expression
  6. get platoon of tribe constant nearest coord_expression radius expression
  7. get idle platoon of player expression nearest coord_expression radius expression
  8. get idle platoon nearest coord_expression radius expression
  9. get idle platoon of tribe nearest coord_expression radius expression
  10. get platoon of type nearest coord_expression radius expression
  11. get platoon of type tribe nearest coord_expression radius expression
  12. get platoon of type of player expression nearest coord_expression radius expression
  13. get idle platoon of type nearest coord_expression radius expression
  14. get idle platoon of type constant of tribe constant nearest coord_expression radius expression
  15. get idle platoon of type constant of player expression nearest coord_expression radius expression
  16. get platoon on wall of type nearest coord_expression radius expression
  17. get platoon on wall of type tribe nearest coord_expression radius expression
  18. get platoon on wall of type of player expression nearest coord_expression radius expression
  19. get platoon on wall nearest coord_expression radius expression
  20. get platoon on wall of player expression nearest coord_expression radius expression
  21. get platoon of type constant of town object
  22. get idle platoon type constant of town object
  23. get army from platoon object
  24. get army nearest coord_expression radius expression
  25. get army of player object nearest coord_expression radius expression
  26. get random villager from platoon object
  27. get villager from platoon object nearest coord
  28. get living villager from at coord_expression
  29. create siege weapon constant belonging to object at coord_expression
  30. get siege weapon constant of town object at coord_expression
  31. get siege weapon constant of player expression at coord_expression
  32. create missiles constant launch constant size expression from position to position opt_speed
  33. recruit constant town object platoon of size expression
  34. recruit constant town object siege weapon

8.13 Spells

Creating and getting spell objects *

  1. make player expression pour miracle constant at coord_expression
  2. make player expression throw miracle constant from coord_expression heading coord_expression
  3. get spell constant at coord_expression radius expression

8.14 Tooltips

These allow you to create tooltips in various ways

  1. create tooltip on object with text text_string opt_amount
  2. create tooltip at coord_expression with text text_string opt_amount
  3. create tooltip on hand with text text_string opt_amount

8.15 Visual Effects

Adam Langridge has created a number of spot visuals in Black and White.

  1. create visual effect constant at coord_expression time
  2. create visual effect constant to object time
  3. create visual effect string at position time expression
  4. create visual effect string on object time
  5. create visual effect string strength expression scale expression on creature object left_right hand

8.1.1 get WEATHER_INFO climate at coord_expression radius expression

Gets a MicroClimate object near the given position

MyClimate = get WEATHER_INFO_LARGE_CLOUD climate at {MyPos} radius 4

8.1.2 create video window with left expression top expression width expression height expression

creates a video window at the given position with the given dimensions. Note that when your video stops playing, your video window pointers are no longer valid (use 'is video playing' to check for this)

MyVid = create video window with left 0 top 0 width 1 height 1

8.1.3 create highlight challenge_id constant at position

Creates a highlight/scoreboard at a position.

create highlight SCRIPT_HIGHLIGHT_INFO_SCRIPT_SILVER for "Lost Brother script name" at {FlockPos}
create highlight SCRIPT_HIGHLIGHT_INFO_SCRIPT_SILVER for "Lost Brother script name" at {FlockPos} tribute 100
create highlight SCRIPT_HIGHLIGHT_INFO_SCRIPT_SILVER for "Lost Brother script name" at {FlockPos} tribute 100 impressiveness tribute 200

8.1.4 create dyk at coord_expression title text_string description text_string

creates a did you know sign at a position with given title and description

Sign = create dyk at {SignPios} title "BW2T_blah" description "BW2T_blah"

8.1.5 create timer for expression second[s]

This timer is not displayed. Use it for triggers dependant on time, or optimising doing searches it is often worth starting a timer object within the script.

create timer for 2.4 seconds

8.1.6 object pilgrimage constant to town object with expression pilgrims

makes a given object (which must be a container) pay a form of pilgrimage to another town

YourTown pilgrimage PILGRIMAGE_TYPE_HOMAGE to town MyTown with 4 pilgrims

8.1.7 create terminal object at position with a duration of expression seconds

creates a terminal object at at given position for a given time

create terminal object at {MyPos} with duration of 5 seconds

8.1.8 create rubble type expression scale expression at position velocity position

creates rubble at a given position

MyRubble = create rubble type 1 scale 1.2 at {MyRubblePos} velocity {0, 10, 0}

8.1.9 create mixer

creates a script mixer

MyMixer = create mixer

8.2.1 address of

passes a pointer to the variable.

address of MyVillager

8.2.2 variable array

references an existing variable from an array.

8.2.3 variable array

pushes the address of an existing variable from an array.

8.2.4 get <constant> constant at position

Gets an object of type at a position from the game, and an optional sub_type.

MyHouse = get HOUSE HOUSE_A at {MyBuildingSite}

8.2.5 get object called string

Gets an object with the given name

MyHouse = get object called "MyHouse"

8.2.6 get types at position radius expression

Gets an object of type within a radius of a position.

MyHouse = get HOUSE at {MyEstate} radius 20

8.2.7 get types in object not near coord_expression radius coord_expression

Looks in a conatiner for an object not near the defined position.

get ANIMAL COW in Flock not near [LostBrother] radius 10

8.2.8 get types in object

gets objects of type in a container.

get ANIMAL COW in Flock

8.2.9 get poisoned types in object

gets a poisoned object from a container.

get poisoned ANIMAL in MyFlock

8.2.10 get non-poisoned types in object

gets a non-poisoned object from a container.

get non-poisoned ANIMAL in MyFlock

8.2.11 get types in object at position radius expression

Gets an object of type in a container within a redius from a position.

get ANIMAL in MyFlock at {MyField} radius 20

8.2.12 get types flying at position radius expression exclude_scripted

Gets an object flying of type within a radius of a position.

8.2.13 convert object using constant

returns the object, converted to the type specified (ScriptEnums.h)

MyDodgyHouse = convert MyHouse using SCRIPT_CONVERT_ROCK

8.2.14 create types at coord_expression opt_radius

Creates a game object at a position.

create ANIMAL BOVINE at {FlockPos}

8.2.15 create with radius expression types at coord_expression opt_radius

Creates a game object at a position.

create ANIMAL BOVINE at {FlockPos}

8.2.16 create with angle expression and scale expression types at position

creates a game object at a position with an angle and scale

create with angle 0 and scale 2.5 ANIMAL BOVINE at {FlockPos}

8.2.17 get held by object

Gets the currently held object by an object (A creature only currently).

8.2.18 get dropped by object

Gets the last object dropped by an object (A creature only currently).

8.2.19 get object hand is over

Gets the object the interface hand is over.

Object=get object hand is over

8.2.20 get object object leashed to

get what an object is leashed to.

get object MyCreature leashed to

8.2.21 get object left_right_middle clicked

Gets the object clicked

Object=get object left clicked

8.2.22 get object held

Gets the object held by the hand.

Object=get object held

8.2.23 get target object for object

gets the object the creature is interacting with or thinking about. Has not been used in a long time and may not work.

8.2.24 get first in object

Gets the first object in a container (Eg. Flock).

FlockMember=get first in Flock

8.2.25 get next in object after object

Gets the next object in a container after the one passed. If it doesn't find the one passed it returns the first one. This function is very slow for towns.

FlockMember=get next in Flock after FlockMember

8.2.26 get object in creature hand

gets the object the creature is currently holding

CreatureHolding = get object in MyCreature hand

8.2.27 get flock object leader

gets a flocks leader

LeaderManTid = get flock TidsFriends leader

8.2.28 object hit object

Checks what the object. Must have physics tracking enabled on the object.

8.3.1 get spell icon constant in object

gets the spell icon from the temple object using a magic_type.

get spell icon MAGIC_TYPE_WOOD in MyTemple

8.3.2 get object creator

Gets the objects creator if it has one.

Wonder=get MySpell creator

8.3.3 create volcano at coord_expression

creates a volcano to the landscape without any spell being cast

create volcano at hand position player 1

8.3.4 create volcano at coord_expression

creates a volcano to the landscape without any spell being cast

create hurricane at hand position player 1 direction {0, 0, 25}

8.3.5 create earthquake start coord_expression end coord_expression player expression

create earthquake from a start position to an end position

create earthquake start {QuakeStartPos} end {QuakeEndPos} player 1

8.3.6 create siren at coord_expression player expression

create a siren without a wonder

create siren at {SirenPos} player 1

8.4.1 make object dance constant around position time

Makes an object perform a specific dance at a position for a time.

8.4.2 get object dance

Gets the object dance if it has one.

MyDance=get MyEpicWonder dance

8.5.1 flock at position

Creates a flock at the position.

8.5.2 get object flock

Gets the object flock if it has one.

Flock=get Sheep2 flock

8.5.3 create flock constant at coord_expression opt_radius

creates a flock container at the given pos, with the given radius. NB: The radius is an angle for some flock types

MyFlockContainer = create flock PROTEST_VIGILANT at {ProtestPos} radius 10

8.5.4 create flock container

creates a flock container

MyFlockContainer = create flock container

8.6.1 create player expression town at coord_expression type constant

creates a town. NB. Script created towns are uninhabitable by default. Hasn't been used in a long time and may not work.

create player 0 town at {TownPos} type TRIBE_TYPE_CELTIC

8.6.2 get nearest town at position for player expression radius expression

Gets the nearest town of a players near a position within a radius.

get nearest town at {LostBorther} for player 1 radius 20

8.6.3 get town with id expression

Gets the town which has a particular id.

get town with id 24

8.6.4 get town object is migrating to

Gets the town, the given town is migrating too

Town = get town MyTown is migrating to

8.6.5 get town migrating to player 0 expression

Gets the town which is migrating to the given player

get town migrating to player 0

8.6.6 get last town migrated to player 0

Gets the last town which migrated to a player

get last town migrated to player 0

8.6.7 get town object is migrating to

Gets the town, the given town is migrating too

Town = get town MyTown has migrated to

8.6.8 get next town object to migrate to town object

finds the next town to migrate

NextTown = get next town object to migrate to town MyTown

See also:

8.7.1 marker at position

creates a position marker.

marker at {LostBrother}

8.7.2 marker at camera_enum

Get a marker at a camera? This hasn't been used for a long time, and may not work.

8.8.1 create influence on object radius

creates an influence on an object.

create influence on Rock radius 10

8.8.2 create influence at position radius expression

creates an influence at a position.

create influence at {House} radius 10

8.8.3 create anti influence on object radius

Creates a void of influence an on object with a radius.

8.8.4 create anti influence at position position radius

Creates a void of influence at a position with a radius.

8.9.1 get player expression creature

Gets the players creature.

get player 2 creature

8.9.2 create types at coord_expression using only alignment opt_good_neutral_evil

creates a creature at a position using only certain alignment textures. Will not work on things that are not creatures. Any of the optional keywords 'good', 'neutral', 'evil' must appear in that order.

CreatureArray[CLION] = create DUMB_CREATURE CREATURE_TYPE_LION at {1575.928, 111.473, 838.692} using only alignment good neutral

8.10.1 get adult at coord_expression radius 100 excluding disciple constant

Gets an adult excluding a disciple type

MyVillager = get adult at hand position radius 100 excluding disciple VILLAGER_DISCIPLE_FARMER
OtherVillager = get adult at hand position radius 100 excluding disciple VILLAGER_DISCIPLE_NONE

8.10.2 get types in state constant at position radius expression

Gets an object of type that is in a specified state, within a radius of a position.

MyCorpse = get VILLAGER in state DEAD at {MyGraveyard} radius 20

8.10.3 get disciple constant at position radius expression

gets a disciple of that type near the position

get disciple VILLAGER_DISCIPLE_BREEDER at {MyHouse} radius 10.0 excluding scripted

8.10.4 create random villager of tribe constant at position

creates a random villager type of the selected tribe at young adult age

Child = create random villager of tribe TRIBE_TYPE_NORSE at [CaveFlock]

8.10.5 get dead at position radius expression

Gets the first game living (Animal or Villager) which is dead within the radius.

get dead at {StoneCircle} radius 20

8.10.6 get constant living in abode object

gets a villager of the specified type living in the specified abode

get SCRIPT_VILLAGER_TYPE_CHILD living in abode ThatHouseWithTheHair

8.11.1 get planned types near coord_expression radius expression exclude_scripted

Gets a planned building near the given position

MyBuilding = get planned building near {MyPos} radius 10

8.11.2 build town object buildings of type constant in group expression

Starts the building of planned buildings of the given type in the group

build town MyTown buildings of type CRECHE in group 0

8.11.3 get planned types in town near coord_expression radius expression exclude_scripted

Gets a planned building near the given position in the given town

MyBuilding = get planned building in MyTown near {MyPos} radius 10

8.11.4 build town object epic wonders of type constant in group expression

Starts the building of planned epic wonders of the given type in the group

build town MyTown epic wonders of type CRECHE in group 0

8.11.5 build town object embellishments of type constant in group expression

Starts the building of planned embellishments of the given type in the group

build town MyTown embellishments of type CRECHE in group 0

8.11.6 build building at position desire expression

if a building is planned in the landscape you can trigger the associated town to have a desire to build the planned building. Be careful with putting the desire (0->1) too high, as it will look strange having the town building a building. Also the number of buildings per building is defined in the spreadsheet.

Building = build building at {BuildingSite} desire 0.6

8.11.7 get building constant in object min built expression exclude_scripted

gets a building of a certain type in a town.

get building ABODE_NUMBER_WORKSHOP in Town min built 1.0 excluding scripted

8.11.8 get building constant in object max built expression exclude_scripted

gets a building of a certain type in a town.

get building ABODE_NUMBER_WORKSHOP in Town max built 1.0 excluding scripted

8.11.9 get building resource constant in house

get the specified resource at a given buildings building site

Woodpile = get building resource RESOURCE_TYPE_WOOD in MyHouse

8.11.10 get town object storage pit with most constant

gets the storage pit with the most of a given resource

get town NorseTown storage pit with most RESOURCE_TYPE_FOOD

8.11.11 get random abode in town object

returns a random abode in a given town

MyAbode = get random abode in town MyTown

8.11.12 get random home in town object

returns a random home in a given town

MyHouse = get random home in town MyTown excluding scripted

8.11.13 get random abode of type constant in town object

returns a random abode of a particular type in a given town

MyHouse = get random abode of type GREEK_ABODE_A in town MyTown

8.11.14 get wall segment nearest position radius expression

gets the wall segment nearest the given position and within the given radius

get wall segment nearest {MyWallPos} radius 5

8.11.15 get prison of object

returns a pointer to the prison the given villager is within

get prison of MyLittleThief

8.12.1 create platoon constant at coord_expression with expression men and expression women

Creates a platoon from PlatoonInfoEnum.h. It will be filled with given a number of men and women

create platoon PLATOON_INFO_GREEK_RANGED_SHORT at {MyPos} with 6 men and 6 women

8.12.2 split expression soldiers from platoon object

Splits a number of soldiers from their platoon into the new platoon

MyNewPlatoon = split 4 soldiers from platoon GreekArchers1

8.12.3 get platoon nearest coord_expression radius expression

Gets the platoon nearest to the given position and within a radius in metres

get platoon nearest {MyTownCentre} radius 10

8.12.4 get platoon of player expression nearest coord_expression radius expression

Gets the platoon of a particular player nearest to the given position and within a radius in metres

get platoon of player CompPlayer nearest {MyTownCentre} radius 10

8.12.5 get siege weapon of player expression nearest coord_expression radius expression

Gets the siege weapon of a particular player nearest to the given position and within a radius in metres

get siege weapon of player CompPlayer nearest {MyTownCentre} radius 10

8.12.6 get platoon of tribe constant nearest coord_expression radius expression

Gets the platoon of a particular tribe nearest to the given position and within a radius in metres

get platoon of tribe GREEK nearest {MyTownCentre} radius 10

8.12.7 get idle platoon of player expression nearest coord_expression radius expression

Gets the idle platoon of a particular player nearest to the given position and within a radius in metres

get idle platoon of player CompPlayer nearest {MyTownCentre} radius 10

8.12.8 get idle platoon nearest coord_expression radius expression

Gets the idle platoon nearest to the given position and within a radius in metres

get idle platoon nearest {MyTownCentre} radius 10

8.12.9 get idle platoon of tribe nearest coord_expression radius expression

Gets the idle platoon of a particular tribe nearest to the given position and within a radius in metres

get idle platoon of tribe TRIBE_TYPE_NORSE nearest {MyTownCentre} radius 10

8.12.10 get platoon of type nearest coord_expression radius expression

Gets the platoon of type ARMY_UNIT_TYPE nearest to the given position and within a radius in metres

get platoon of type ARMY_UNIT_TYPE_RANGED_1 nearest {MyTownCentre} radius 10

8.12.11 get platoon of type tribe nearest coord_expression radius expression

Gets the platoon of type ARMY_UNINT_TYPE of a particular tribe nearest to the given position and within a radius in metres

get platoon of tribe TRIBE_TYPE_NORSE of type ARMY_UNIT_TYPE_RANGED_1 nearest {MyTownCentre} radius 10

8.12.12 get platoon of type of player expression nearest coord_expression radius expression

Gets the platoon of a type ARMY_UNIT_TYPE of a particular player nearest to the given position and within a radius in metres

get platoon of type ARMY_UNIT_TYPE_RANGED_1 of player CompPlayer nearest {MyTownCentre} radius 10

8.12.13 get idle platoon of type nearest coord_expression radius expression

Gets the idle platoon of type ARMY_UNIT_TYPE nearest to the given position and within a radius in metres

get idle platoon of type ARMY_UNIT_TYPE_RANGED_1 nearest {MyTownCentre} radius 10

8.12.14 get idle platoon of type constant of tribe constant nearest coord_expression radius expression

Gets the idle platoon of type ARMY_UNINT_TYPE of a particular tribe nearest to the given position and within a radius in metres

get idle platoon of type ARMY_UNIT_TYPE_RANGED_1 of tribe TRIBE_TYPE_NORSE nearest {MyTownCentre} radius 10

8.12.15 get idle platoon of type constant of player expression nearest coord_expression radius expression

Gets the idle platoon of a type ARMY_UNIT_TYPE of a particular player nearest to the given position and within a radius in metres

get idle platoon of type ARMY_UNIT_TYPE_RANGED_1 of player CompPlayer nearest {MyTownCentre} radius 10

8.12.16 get platoon on wall of type nearest coord_expression radius expression

Gets the platoon of type ARMY_UNIT_TYPE nearest to the given position and within a radius in metres

get platoon on wall of type ARMY_UNIT_TYPE_RANGED_1 nearest {MyTownCentre} radius 10

8.12.17 get platoon on wall of type tribe nearest coord_expression radius expression

Gets the platoon of type ARMY_UNINT_TYPE of a particular tribe nearest to the given position and within a radius in metres

get platoon on wall of type ARMY_UNIT_TYPE_RANGED_1 of tribe TRIBE_TYPE_NORSE nearest {MyTownCentre} radius 10

8.12.18 get platoon on wall of type of player expression nearest coord_expression radius expression

Gets the platoon of a type ARMY_UNIT_TYPE of a particular player nearest to the given position and within a radius in metres

get platoon on wall of type ARMY_UNIT_TYPE_RANGED_1 of player CompPlayer nearest {MyTownCentre} radius 10

8.12.19 get platoon on wall nearest coord_expression radius expression

Gets the platoon nearest to the given position and within a radius in metres

get platoon on wall nearest {MyTownCentre} radius 10

8.12.20 get platoon on wall of player expression nearest coord_expression radius expression

Gets the platoon of a particular player nearest to the given position and within a radius in metres

get platoon on wall of player CompPlayer nearest {MyTownCentre} radius 10

8.12.21 get platoon of type constant of town object

gets a ramdom platoon of a type attached to a town

get platoon of type ARMY_UNIT_TYPE_RANGED_1 of town GreekTown excluding scripted

8.12.22 get idle platoon type constant of town object

gets a ramdom idle platoon of a type attached to a town

get idle platoon of type ARMY_UNIT_TYPE_RANGED_1 town GreekTown

8.12.23 get army from platoon object

Gets the army a platoon belongs to

get army from platoon NorsePlatoon

8.12.24 get army nearest coord_expression radius expression

Gets the army nearest to coord in radius

get army nearest {HandPos} radius 10

8.12.25 get army of player object nearest coord_expression radius expression

Gets the army of player nearest to coord in radius

get army of player CompPlayer nearest {HandPos} radius 10

8.12.26 get random villager from platoon object

gets a random villager from a platoon

MyVillager = get random villager from platoon MyPlatoon

8.12.27 get villager from platoon object nearest coord

gets a villager from a platoon nearest to a position

MyVillager = get villager from platoon MyPlatoon nearest {ClickedPos}

8.12.28 get living villager from at coord_expression

gets a villager who is not dead (living/ alive/ breathing)

MyVillager = get living villager at {MyPosition} radius 15

8.12.29 create siege weapon constant belonging to object at coord_expression

creates a siege weapon at the given position and assigns it to the given town (NOTE: There is no longer a distinction between a manned and unmanned seige weapon)

create siege weapon SIEGE_BALANCE_TYPE_CATAPULT_LEVEL_1 belonging to GreekTown at {MyNewPos}

8.12.30 get siege weapon constant of town object at coord_expression

Gets a siege weapon of type at a position, belonging to a town

TheirWeapon = get siege weapon SIEGEWEAPON_TYPE_CATAPULT_LEVEL_1 of town TheirTown at {TheirPos} radius 10

8.12.31 get siege weapon constant of player expression at coord_expression

Gets a siege weapon of type at a position, belonging to a player

TheirWeapon = get siege weapon SIEGEWEAPON_TYPE_CATAPULT_LEVEL_1 of player 1 at {TheirPos} excluding scripted

8.12.32 create missiles constant launch constant size expression from position to position opt_speed

Creates a missile group of type (MissileTypeEnum.h) with launch type (MissileLauchEnum.h).

create missiles MISSILE_ARROW_FLAMING launch MISSILE_LAUNCH_FORTY_FIVE size 5 from MyArcherBloke to {PoorLittleHouse} speed 1.5

8.12.33 recruit constant town object platoon of size expression

Makes a town recruit expression soldiers of type constant

MyPlatoon = recruit ARMY_UNIT_TYPE_MELEE_1 town MyTown platoon of size 100

8.12.34 recruit constant town object siege weapon

Makes a town recruit a siege weapon

MyCatapult = recruit SIEGE_BALANCE_TYPE_CATAPULT_LEVEL_1 town MyTown siege weapon

8.13.1 make player expression pour miracle constant at coord_expression

Pours a miracle of the given type at the position specified (MiracleTypeEnum.h)

make player 0 pour spell MIRACLE_TYPE_DEATH at {MyPos}

8.13.2 make player expression throw miracle constant from coord_expression heading coord_expression

Throws a miracle of the given type from the position specified, with a heading (MiracleTypeEnum.h)

make player 0 throw miracle MIRACLE_TYPE_DEATH from {MyPos} heading {OverThere}

8.13.3 get spell constant at coord_expression radius expression

Returns if a spell was cast at a position within a radois, if it was a shield then returns if a position is protected by spells NOT USING THE RADIUS.

get spell SPELL_HEAL_LEVEL_1 at {LostBrother} radius 5

8.14.1 create tooltip on object with text text_string opt_amount

create tooltip on an object

BigManTT = create tooltip on MyBigMan with text "BW2T_SCRIPTS_LAND15_BIGMANSCRIPT_TOOLTIP_10"

8.14.2 create tooltip at coord_expression with text text_string opt_amount

create tooltip at a location

TurtleLookTT = create tooltip on {TurtleLookSpot} with text "BW2T_SCRIPTS_LAND15_TURTLERACE_TOOLTIP_30"

8.14.3 create tooltip on hand with text text_string opt_amount

create tooltip on the hand

NotHereTT = create tooltip on hand with text "BW2T_SCRIPTS_LAND15_HANDMAZE_TOOLTIP_80"

8.15.1 create visual effect constant at coord_expression time coord_expression target coord_expression>

Creates an in game visual effect at a position with a duration. See visualeffecttypeenum.h

create visual effect VISUAL_EFFECT_PLASMA_RAY at {MyPos} time 10 direction {Dir} target {Targ}

8.15.2 create visual effect constant to object time

Creates an in game visual effect on an object with a duration.

create visual effect VISUAL_EFFECT_PLASMA_RAY on ARock time 0.5

8.15.3 create visual effect string at position time expression

Creates an in game visual effect at a position with a duration. Takes a string

FX = create visual effect "TestEffect" strength 0.1 scale 0.4 at {MyPos} time -1 direction {Dir} target {Targ}

8.15.4 create visual effect string on object time

Creates an in game visual effect on an object with a duration. Takes a string

create visual effect "TestEffect" strength 0.2 scale 0.7 on BertieBig time -1

8.15.5 create visual effect string strength expression scale expression on creature object left_right hand

Creates an in game visual effect on the creatures hand with a duration. Takes a string

create visual effect "TestEffect" strength 0.2 scale 0.7 on creature MyCreature left hand time -1

This documentation generated by LHDOC, © Lionhead Studios 2000