- @ <RetVar/IF> <RefObj> fly to home base
- @ <RetVar/IF> <RefObj> fly to station <Var/Station>
- @ <RetVar/IF> <RefObj> fly to sector <Var/Sector>
- <RetVar/IF> <RefObj> find nearest enemy ship: max.dist=<Var/Number>
- <RetVar/IF> <RefObj> find nearest enemy station: max.dist=<Var/Number>
- <RetVar/IF> <RefObj> fire lasers on target <Value> using turret <Var/Number>
- @ <RetVar/IF> <RefObj> turn turret <Var/Number> to target <Var/Ship/Station>: timeout=<Var/Number> ms
- @ <RetVar/IF> <RefObj> attack run on target <Value>: timeout=<Var/Number> ms
- @ <RetVar/IF> <RefObj> defensive move: type=<Var/Number>,intensity=<Var/Number>,timeout=<Var/Number> ms,avoid object=<Value>
- @ <RetVar/IF> <RefObj> move to ware object <Value> for collecting: timeout=<Var/Number> ms
- <RetVar/IF> <RefObj> catch ware object <Value>
- @ <RetVar/IF> <RefObj> move around <Var/Number> ms
- @ <RetVar/IF> <RefObj> escort ship <Var/Ship>
- @ <RetVar/IF> <RefObj> escort ship <Var/Ship>: timeout=<Var/Number> ms
- <RefObj> set formation <Var/Number>
- <RefObj> add to formation with leader <Var/Ship>
- <RefObj> remove from any formation
- <RetVar/IF> <RefObj> get formation leader
- <RetVar> = <RefObj> get formation follower ships
- START <RefObj> command <Object Command>: arg1=<Value>,arg2=<Value>,arg3=<Value>,arg4=<Value>
- <RefObj> send signal <Object Signal>: arg1=<Value>,arg2=<Value>,arg3=<Value>,arg4=<Value>
- @ <RetVar/IF> <RefObj> follow object <Var/Ship> with precision <Var/Number> m
- @ <RetVar/IF> <RefObj> follow <Var/Ship> with precision <Var/Number> m: timeout=<Var/Number> ms
- <RefObj> set follow mode <Var/Number>
- <RetVar/IF> <RefObj> get follow mode
- <RefObj> set destination to <Value>
- <RetVar/IF> <RefObj> get destination
- <RefObj> set attack target to <Value>
- <RetVar/IF> <RefObj> get attack target
- @ <RetVar/IF> <RefObj> move to position x=<Var/Number> y=<Var/Number> z=<Var/Number> with precision <Var/Number> m
- <RefObj> set command: <Object Command>
- <RetVar/IF> <RefObj> get command
- <RefObj> set command target: <Value>
- <RetVar/IF> <RefObj> get command target
- <RefObj> set command target2: <Value>
- <RetVar/IF> <RefObj> get command target2
- <RetVar> = <RefObj> select new formation leader by: ship class=<Var/Number> strength=<Var/Number> min.speed=<Var/Number>
- <RetVar/IF> <RefObj> has formation ships
- <RefObj> give formation leadership to <Var/Ship>
- <RefObj> set pilot fightskill to <Var/Number>
- <RetVar> = <RefObj> get pilot fightskill
- <RetVar/IF> get player tracking aim
- <RetVar/IF> <RefObj> is <Var/Ship/Station> in firing range of turret <Var/Number>
- <RetVar> = <RefObj> find enemy in firing range of turret <Var/Number>
- <RefObj> set command: <Object Command> target=<Value> target2=<Value> par1=<Value> par2=<Value>
- <RetVar/IF> <RefObj> fire missile <Var/Ware> on <Value>
- <RetVar/IF> <RefObj> get current missile
- <RetVar/IF> <RefObj> find best missile for target <Value>
- <RetVar> = best missile type for target <Value>
- <RetVar/IF> <RefObj> launch <Var/Number> fight drones: protect me or attack target=<Value>
- <RetVar/IF> <RefObj> is missile <Var/Ware> ready to fire
- <RetVar/IF> <RefObj> should a missile be fired
- <RetVar> = <RefObj> get fire missile probability
- <RetVar> = <RefObj> get fire missile time difference in seconds
- <RefObj> set fire missile probability to <Var/Number>
- <RefObj> set fire missile time difference to <Var/Number> s
- <RetVar/IF> <RefObj> fits laser <Var/Ware> into turret <Var/Number>
- <RetVar> = <RefObj> get max. number of lasers in turret <Var/Number>
- <RetVar> = <RefObj> get laser type in turret <Var/Number> at slot <Var/Number>
- <RetVar> = <RefObj> get number of turrets
- <RetVar> = get range of missile type <Var/Ware>
- <RetVar> = <RefObj> find nearest missile aiming to me
- <RetVar/IF> <RefObj> can missile <Var/Ware> be installed
- <RetVar/IF> <RefObj> decouple ships
- <RetVar/IF> <RefObj> is decoupled ships leader
- <RetVar/IF> <RefObj> get current galaxy flight timestep in ms
- <RetVar/IF> <RefObj> is landing
- <RetVar/IF> <RefObj> is starting
- <RetVar/IF> <RefObj> move to position continue: x=<Var/Number> y=<Var/Number> z=<Var/Number> with precision <Var/Number> m
- <RetVar/IF> <RefObj> move to debris/asteroid <Value> and turn turret <Var/Number> to target: timeout=<Var/Number>
- <RetVar/IF> <RefObj> use jump drive: target=<Value>
- <RetVar/IF> <RefObj> needed jump drive energy for jump to sector <Var/Sector>
- <RetVar/IF> <RefObj> check, select and fire missile on <Value>
- <RetVar/IF> <RefObj> add big ship <Var/Ship>
- <RetVar/IF> <RefObj> has a free big dock port: ship subtype=<Value>
- <RetVar/IF> <RefObj> can be controlled by race logic
- <RefObj> set race logic control enabled to <Var/Number>
- <RetVar/IF> <ReFObj> can execute StartAction
- <RefObj> set StartAction enabled to <Var/Number>
- <RefObj> set as player wingman: <Var/Number>
- <RetVar/IF> <RefObj> is player wingman
- set player tracking aim to <RefObj>
- <RetVar> = <RefObj> get formation
- <RetVar/IF> <RefObj> get current action
- <RetVar> = <RefObj> get array of missiles aiming to me
- <RetVar/IF> <RefObj> turret <Var/Number> can use laser <Var/Ware>
- <RefObj> set pirate cover state to <Var/Number>
- <RetVar/IF><RefObj> scan potential pirate <Var/Ship> for illegal wares
- @ <RetVar/IF> <RefObj> attack run on target <Value> : timeout=<Var/Number> ms speedlimit=<Var/Number>
- <RetVar/IF><RefObj> is target visible <Var/Ship/Station>
- <RetVar> = <RefObj> get scanner range
- <RefObj> select and switch lasers for target <Var/Ship/Station> in turret <Var/Number> : scan for friends <Var/Number>
- <RetVar/IF><RefObj> get homesector
- <RefObj> set homesector to <Var/Sector>
- <RetVar/IF><RefObj> get job leader
- <RetVar> = <RefObj> get job idle rate
- <RetVar> = <RefObj> get flight time
- <RefObj> reset flight time
- <RetVar> = <RefObj> get job jump range
- <RetVar/IF> <RefObj> wait idle rate minimum:<Var/Number> ms
- <RetVar> = <RefObj> fire laser of turret <Var/Number> ahead
- <RefObj> auto sync patrol sector with environment: <Var/Number>
- <RefObj> add to patrol ggroup for sector: <Var/Sector>
- <RefObj> remove from patrol group for sector: <Var/Sector>
- <RefObj> remove all patrol group references
- <RefObj> -> set relations from notoriety: include player as target and race > teladi as owner=<Var/Number>
- <RetVar/IF><RefObj> get job id
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