DD/Comands

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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.

Contents

THIS IS HORRIBLY OUTDATED --Totycro 19:09, 13 June 2010 (UTC)

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

Question Open question:
Does we use 2 kind of units, one for land and one for water

'

Answer Suggestion:
No, units are units

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Question Open question:
What's about NPC (Non player character) Units? How they will be controlled ? Like above

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Answer Suggestion:
The NPCs will not be controlled by commands, they working by oneself

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Question Open question:
What's about different units? via ID ?

Andre

Answer Suggestion:
Yes, unit, settlement, ressource, building and the arrays of it (*s[]) should be linked on the id's of the particular thing

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