DD/Comands
From Unknown Horizons
This page is part of the Unknown Horizons design document. Please discuss everything concerning this topic on the "discussion" tab of this page. If you´re not sure whether your ideas are fitting the Unknown Horizons style, either use the discussion page, talk to us, or edit the "Questions" section of this page, but please don´t directly edit the other parts.
Proposal
Summary
command.unit.move(units[], target)
command.unit.attack(units[], target)
command.unit.remove(units[])
command.unit.trade(unit, settlement, ressource, count)
command.unit.state(units[], state)
command.unit.rename(unit, name)
command.unit.dropBalast(units[])
command.building.create(building_class, (position, rotation, variation)[])
command.building.remove(buildings[])
command.building.attack(building, target)
command.building.state(building, state)
command.building.produce(building, product)
command.settlement.autoTrade(settlement, resource[, price])
command.settlement.rename(settlement, name)
command.engine.pause(pause)
command.engine.speed(speed)
command.engine.cheat(cheat)
Open questions
| Open question: Does we use 2 kind of units, one for land and one for water ' |
| Suggestion: No, units are units ' |
| Open question: What's about NPC (Non player character) Units? How they will be controlled ? Like above ' |
| Suggestion: The NPCs will not be controlled by commands, they working by oneself ' |
| Open question: What's about different units? via ID ? Andre |
| Suggestion: Yes, unit, settlement, ressource, building and the arrays of it (*s[]) should be linked on the id's of the particular thing ' |

