Lua/LuaBinding

Fleet

 * FleetInfo Fleet (readonly)
 * Information about the ship's fleet.
 * Information about the ship's fleet.

FleetIndex

 * Int32 FleetIndex (readonly)
 * Position of the ship within the fleet.
 * Position of the ship within the fleet.

IsFlagship

 * Boolean IsFlagship (readonly)
 * Is the ship a flagship within the fleet?
 * Is the ship a flagship within the fleet?

ResourceZones

 * ResourceZoneInfo[] ResourceZones (readonly)
 * Information about nearby resource zones
 * Information about nearby resource zones

Resources

 * ResourceInfo Resources (readonly)
 * Information about the ship's available resources.
 * Information about the ship's available resources.

Waypoint

 * Vector3 Waypoint (readonly)
 * The ship's fleet movement waypoint
 * The ship's fleet movement waypoint

IdealFleetPosition

 * Vector3 IdealFleetPosition
 * Relative position of the ship compared to the flagship.
 * Relative position of the ship compared to the flagship.

IdealFleetRotation

 * Quaternion IdealFleetRotation
 * Relative rotation of the ship compared to the flagship.
 * Relative rotation of the ship compared to the flagship.

AIMode

 * String AIMode (readonly)
 * Mode of the AI mainframe
 * Mode of the AI mainframe

ConstructType

 * String ConstructType
 * AI's concept of what type of craft this ship is (naval, aerial, fortress, none).
 * AI's concept of what type of craft this ship is (naval, aerial, fortress, none).

BlueprintSpawners

 * BlueprintSpawnerInfo[] BlueprintSpawners (readonly)
 * List of blueprint spawners on the ship.
 * List of blueprint spawners on the ship.

LogMessages

 * LuaList`1 LogMessages

LogToHud

 * Void LogToHud(System.String message)

Log

 * Void Log(System.String message)

ClearLogs

 * Void ClearLogs

GetTargetInfo

 * TargetInfo GetTargetInfo(Int32 mainframeIndex, Int32 targetIndex)

GetNumberOfMainframes

 * Int32 GetNumberOfMainframes

GetNumberOfTargets

 * Int32 GetNumberOfTargets(Int32 mainframeIndex)

GetTargetPositionInfoForPosition

 * TargetPositionInfo GetTargetPositionInfoForPosition(Int32 mainframeIndex, Single x, Single y, Single z)

GetTargetPositionInfo

 * TargetPositionInfo GetTargetPositionInfo(Int32 mainframeIndex, Int32 targetIndex)

GetGravityForAltitude

 * Vector3 GetGravityForAltitude(Single f)

GetTerrainAltitudeForPosition

 * Single GetTerrainAltitudeForPosition(Single x, Single y, Single z)

GetTerrainAltitudeForPosition

 * Single GetTerrainAltitudeForPosition(UnityEngine.Vector3 v)

GetTerrainAltitudeForLocalPosition

 * Single GetTerrainAltitudeForLocalPosition(Single x, Single y, Single z)

GetTerrainAltitudeForLocalPosition

 * Single GetTerrainAltitudeForLocalPosition(UnityEngine.Vector3 v)

GetTime

 * Single GetTime

GetTimeSinceSpawn

 * Single GetTimeSinceSpawn

GetGameTime

 * Single GetGameTime

RequestWaterForwards

 * Void RequestWaterForwards(Single n)

TellAiThatWeAreTakingControl

 * Void TellAiThatWeAreTakingControl

RequestControl

 * Void RequestControl(Int32 mode, Int32 type, Single amount)

RequestThrustControl

 * Void RequestThrustControl(Int32 type)

RequestThrustControl

 * Void RequestThrustControl(Int32 type, Single scale)

RequestComplexControllerStimulus

 * Void RequestComplexControllerStimulus(Int32 stim)

GetConstructRightVector

 * Vector3 GetConstructRightVector

GetConstructUpVector

 * Vector3 GetConstructUpVector

GetConstructForwardVector

 * Vector3 GetConstructForwardVector

GetConstructMaxDimensions

 * Vector3 GetConstructMaxDimensions

GetConstructMinDimensions

 * Vector3 GetConstructMinDimensions

GetConstructRoll

 * Single GetConstructRoll

GetConstructPitch

 * Single GetConstructPitch

GetConstructYaw

 * Single GetConstructYaw

GetVelocityMagnitude

 * Single GetVelocityMagnitude

GetForwardsVelocityMagnitude

 * Single GetForwardsVelocityMagnitude

GetVelocityVector

 * Vector3 GetVelocityVector

GetVelocityVectorNormalized

 * Vector3 GetVelocityVectorNormalized

GetConstructPosition

 * Vector3 GetConstructPosition

GetConstructCenterOfMass

 * Vector3 GetConstructCenterOfMass

GetAiPosition

 * Vector3 GetAiPosition(Int32 mainframeIndex)

GetLocalAngularVelocity

 * Vector3 GetLocalAngularVelocity

GetAngularVelocity

 * Vector3 GetAngularVelocity

GetAmmoFraction

 * Single GetAmmoFraction

GetFuelFraction

 * Single GetFuelFraction

GetSparesFraction

 * Single GetSparesFraction

GetHealthFraction

 * Single GetHealthFraction

IsDocked

 * Boolean IsDocked

GetHealthFractionDifference

 * Single GetHealthFractionDifference(Single time)

DeployAllBalloons

 * Void DeployAllBalloons

SeverAllBalloons

 * Void SeverAllBalloons

Component_GetBlockInfo

 * BlockInfo Component_GetBlockInfo(Int32 type, Int32 index)

Component_GetCount

 * Int32 Component_GetCount(Int32 type)

Component_GetLocalPosition

 * Vector3i Component_GetLocalPosition(Int32 type, Int32 index)

Component_GetBoolLogic

 * Boolean Component_GetBoolLogic(Int32 type, Int32 index)

Component_SetBoolLogic

 * Void Component_SetBoolLogic(Int32 type, Int32 index, Boolean affect)

Component_GetFloatLogic

 * Single Component_GetFloatLogic(Int32 type, Int32 index)

Component_SetFloatLogic

 * Void Component_SetFloatLogic(Int32 type, Int32 index, Single affect)

Component_GetIntLogic

 * Int32 Component_GetIntLogic(Int32 type, Int32 index)

Component_SetIntLogic

 * Void Component_SetIntLogic(Int32 type, Int32 index, Int32 affect)

Component_SetBoolLogicAll

 * Void Component_SetBoolLogicAll(Int32 type, Boolean affect)

Component_SetFloatLogicAll

 * Void Component_SetFloatLogicAll(Int32 type, Single affect)

Component_SetIntLogicAll

 * Void Component_SetIntLogicAll(Int32 type, Int32 affect)

GetWeaponCount

 * Int32 GetWeaponCount

GetWeaponInfo

 * WeaponInfo GetWeaponInfo(Int32 i)

AimWeaponInDirection

 * Int32 AimWeaponInDirection(Int32 i, Single x, Single y, Single z, Int32 slot)

FireWeapon

 * Boolean FireWeapon(Int32 i, Int32 slot)

GetTurretSpinnerCount

 * Int32 GetTurretSpinnerCount

GetWeaponCountOnTurretOrSpinner

 * Int32 GetWeaponCountOnTurretOrSpinner(Int32 turretSpinnerIndex)

GetWeaponInfoOnTurretOrSpinner

 * WeaponInfo GetWeaponInfoOnTurretOrSpinner(Int32 turretSpinnerIndex, Int32 i)

AimWeaponInDirectionOnTurretOrSpinner

 * Int32 AimWeaponInDirectionOnTurretOrSpinner(Int32 turretSpinnerIndex, Int32 i, Single x, Single y, Single z, Int32 slot)

FireWeaponOnTurretOrSpinner

 * Boolean FireWeaponOnTurretOrSpinner(Int32 turretSpinnerIndex, Int32 i, Int32 slot)

_GetWeaponInfo

 * WeaponInfo _GetWeaponInfo(AllConstruct C, Int32 i)

_AimWeaponInDirection

 * Int32 _AimWeaponInDirection(AllConstruct C, Int32 i, Single x, Single y, Single z, Int32 slot)

_FireWeapon

 * Boolean _FireWeapon(AllConstruct C, Int32 i, Int32 slot)

Maths_AngleBetweenVectors

 * Single Maths_AngleBetweenVectors(Single v1x, Single v1y, Single v1z, Single v2x, Single v2y, Single v2z)

Maths_AngleBetweenVectors

 * Single Maths_AngleBetweenVectors(UnityEngine.Vector3 v1, UnityEngine.Vector3 v2)

QuaternionToEulerAngles

 * Vector3 QuaternionToEulerAngles(UnityEngine.Quaternion q)

Maths_CreateQuaternion

 * Quaternion Maths_CreateQuaternion(UnityEngine.Vector3 forwards, UnityEngine.Vector3 up)

Maths_CreateVector3

 * Vector3 Maths_CreateVector3(Single x, Single y, Single z)

Maths_RotateVector3

 * Vector3 Maths_RotateVector3(UnityEngine.Vector3 v, UnityEngine.Quaternion r)

GetNumberOfWarnings

 * Int32 GetNumberOfWarnings(Int32 mainframeIndex)

GetMissileWarning

 * MissileWarningInfo GetMissileWarning(Int32 mainframeIndex, Int32 missileIndex)

GetLuaTransceiverCount

 * Int32 GetLuaTransceiverCount

GetLuaControlledMissileCount

 * Int32 GetLuaControlledMissileCount(Int32 luaTransceiverIndex)

GetLuaTransceiverInfo

 * BlockInfo GetLuaTransceiverInfo(Int32 luaTransceiverIndex)

GetLuaControlledMissileInfo

 * MissileWarningInfo GetLuaControlledMissileInfo(Int32 luaTransceiverIndex, Int32 missileIndex)

SetLuaControlledMissileAimPoint

 * Void SetLuaControlledMissileAimPoint(Int32 luaTransceiverIndex, Int32 missileIndex, Single x, Single y, Single z)

DetonateLuaControlledMissile

 * Void DetonateLuaControlledMissile(Int32 luaTransceiverIndex, Int32 missileIndex)

IsLuaControlledMissileAnInterceptor

 * Boolean IsLuaControlledMissileAnInterceptor(Int32 luaTransceiverIndex, Int32 missileIndex)

SetLuaControlledMissileInterceptorTarget

 * Void SetLuaControlledMissileInterceptorTarget(Int32 luaTransceiverIndex, Int32 missileIndex, Int32 mainframeIndex, Int32 targetIndex)

SetLuaControlledMissileInterceptorStandardGuidanceOnOff

 * Void SetLuaControlledMissileInterceptorStandardGuidanceOnOff(Int32 luaTransceiverIndex, Int32 missileIndex, Boolean onOff)

Crash

 * Void Crash

GetSpinnerCount

 * Int32 GetSpinnerCount

GetSpinnerInfo

 * BlockInfo GetSpinnerInfo(Int32 index)

SetSpinnerSpeedFactor

 * Void SetSpinnerSpeedFactor(Int32 index, Single fraction)

SetSpinnerPowerDrive

 * Void SetSpinnerPowerDrive(Int32 index, Single drive)

SetDedicatedHelispinnerUpFraction

 * Void SetDedicatedHelispinnerUpFraction(Int32 index, Single up)

SetSpinnerRotationAngle

 * Void SetSpinnerRotationAngle(Int32 index, Single angle)

SetSpinnerContinuousSpeed

 * Void SetSpinnerContinuousSpeed(Int32 index, Single speed)

SetSpinnerInstaSpin

 * Void SetSpinnerInstaSpin(Int32 index, Single speed)

IsSpinnerDedicatedHelispinner

 * Boolean IsSpinnerDedicatedHelispinner(Int32 index)

IsSpinnerOnHull

 * Boolean IsSpinnerOnHull(Int32 index)

GetFriendlyCount

 * Int32 GetFriendlyCount

GetFriendlyInfo

 * FriendlyInfo GetFriendlyInfo(Int32 index)

GetFriendlyInfoById

 * FriendlyInfo GetFriendlyInfoById(Int32 id)

MoveFortress

 * Void MoveFortress(UnityEngine.Vector3 direction)
 * Move fortress in any direction. Limited to 1 meter.
 * Move fortress in any direction. Limited to 1 meter.

GetMissileInfo

 * MissileInfo GetMissileInfo(Int32 luaTransceiverIndex, Int32 missileIndex)
 * Get advanced missile bindings.
 * Get advanced missile bindings.
 * Get advanced missile bindings.