bryce777
Count

start_presentation = 900 # (start_presentation, <presentation_id>),
start_background_presentation = 901 # (start_background_presentation, <presentation_id>), #can only be used in game menus
presentation_set_duration = 902 # (presentation_set_duration, <duration-in-1/100-seconds>), #there must be an active presentation
create_text_overlay = 910 # (create_text_overlay, <destination>, <string_id>), #returns overlay id
create_mesh_overlay = 911 # (create_mesh_overlay, <destination>, <mesh_id>), #returns overlay id
create_button_overlay = 912 # (create_button_overlay, <destination>, <string_id>), #returns overlay id
VIDEOS?!?!
Item slots now possible.
display_log_message = 1109 # (display_log_message,<string_id>,[hex_colour_code]),
setting equipped items:
troop_get_inventory_slot = 1541 # (troop_get_inventory_slot,<destination>,<troop_id>,<inventory_slot_no>),
troop_get_inventory_slot_modifier = 1542 # (troop_get_inventory_slot_modifier,<destination>,<troop_id>,<inventory_slot_no>),
troop_set_inventory_slot = 1543 # (troop_set_inventory_slot,<troop_id>,<inventory_slot_no>,<value>),
I saw more stuff, but nothing else leaped out that made actual sense to me.
Finally:
party_get_current_terrain = 1608 # (party_get_current_terrain,<destination>,<party_id>),
These should be helpful!
party_set_ai_target_position = 1642 # (party_set_ai_target_position,<party_id>,<position_no>),
party_set_ai_patrol_radius = 1643 # (party_set_ai_patrol_radius,<party_id>,<radius_in_km>),
Nice:
party_set_name = 1669 # (party_set_name, <party_id>, <string_no>),
nicer:
party_set_icon = 1676 # (party_set_icon, <party_id>, <map_icon_id>),
party_set_banner_icon = 1677 # (party_set_banner_icon, <party_id>, <map_icon_id>),
party_add_particle_system = 1678 # (party_add_particle_system, <party_id>, <particle_system_id>),
party_clear_particle_systems = 1679 # (party_clear_particle_systems, <party_id>),
more good stuff:
agent_set_speed_limit = 1736 # (agent_set_speed_limit,<agent_id>,<speed_limit(kilometers/hour)>), #Affects AI only
agent_ai_set_always_attack_in_melee = 1737 # (agent_ai_set_always_attack_in_melee, <agent_id>,<value>), #to be used in sieges so that agents don't wait on the ladder.
agent_set_animation = 1740 # (agent_set_animation, <agent_id>, <anim_id>),
agent_get_team = 1770 # (agent_get_team ,<destination>, <agent_id>),
agent_set_team = 1771 # (agent_set_team , <agent_id>, <value>),
awesome:
team_get_movement_order = 1785 # (team_get_movement_order, <destination>, <team_no>, <sub_class>),
team_get_riding_order = 1786 # (team_get_riding_order, <destination>, <team_no>, <sub_class>),
team_get_weapon_usage_order = 1787 # (team_get_weapon_usage_order, <destination>, <team_no>, <sub_class>),
team_give_order = 1790 # (team_give_order, <team_no>, <sub_class>, <order_id>),
team_set_order_position = 1791 # (team_set_order_position, <team_no>, <sub_class>, <position_no>),
team_get_leader = 1792 # (team_get_leader, <destination>, <team_no>),
team_set_leader = 1793 # (team_set_leader, <team_no>, <new_leader_agent_id>),
team_get_order_position = 1794 # (team_get_order_position, <position_no>, <team_no>, <sub_class>),
team_set_order_listener = 1795 # (team_set_order_listener, <team_no>, <sub_class>),
team_set_relation = 1796 # (team_set_relation, <team_no>, <team_no_2>, <value>), # -1 for enemy, 1 for friend, 0 for neutral
That was all the exciting stuff I have found in header operations anyhow. There is other stuff that looked less interestign or I did not understand.
start_background_presentation = 901 # (start_background_presentation, <presentation_id>), #can only be used in game menus
presentation_set_duration = 902 # (presentation_set_duration, <duration-in-1/100-seconds>), #there must be an active presentation
create_text_overlay = 910 # (create_text_overlay, <destination>, <string_id>), #returns overlay id
create_mesh_overlay = 911 # (create_mesh_overlay, <destination>, <mesh_id>), #returns overlay id
create_button_overlay = 912 # (create_button_overlay, <destination>, <string_id>), #returns overlay id
VIDEOS?!?!
Item slots now possible.
display_log_message = 1109 # (display_log_message,<string_id>,[hex_colour_code]),
setting equipped items:
troop_get_inventory_slot = 1541 # (troop_get_inventory_slot,<destination>,<troop_id>,<inventory_slot_no>),
troop_get_inventory_slot_modifier = 1542 # (troop_get_inventory_slot_modifier,<destination>,<troop_id>,<inventory_slot_no>),
troop_set_inventory_slot = 1543 # (troop_set_inventory_slot,<troop_id>,<inventory_slot_no>,<value>),
I saw more stuff, but nothing else leaped out that made actual sense to me.
Finally:
party_get_current_terrain = 1608 # (party_get_current_terrain,<destination>,<party_id>),
These should be helpful!
party_set_ai_target_position = 1642 # (party_set_ai_target_position,<party_id>,<position_no>),
party_set_ai_patrol_radius = 1643 # (party_set_ai_patrol_radius,<party_id>,<radius_in_km>),
Nice:
party_set_name = 1669 # (party_set_name, <party_id>, <string_no>),
nicer:
party_set_icon = 1676 # (party_set_icon, <party_id>, <map_icon_id>),
party_set_banner_icon = 1677 # (party_set_banner_icon, <party_id>, <map_icon_id>),
party_add_particle_system = 1678 # (party_add_particle_system, <party_id>, <particle_system_id>),
party_clear_particle_systems = 1679 # (party_clear_particle_systems, <party_id>),
more good stuff:
agent_set_speed_limit = 1736 # (agent_set_speed_limit,<agent_id>,<speed_limit(kilometers/hour)>), #Affects AI only
agent_ai_set_always_attack_in_melee = 1737 # (agent_ai_set_always_attack_in_melee, <agent_id>,<value>), #to be used in sieges so that agents don't wait on the ladder.
agent_set_animation = 1740 # (agent_set_animation, <agent_id>, <anim_id>),
agent_get_team = 1770 # (agent_get_team ,<destination>, <agent_id>),
agent_set_team = 1771 # (agent_set_team , <agent_id>, <value>),
awesome:
team_get_movement_order = 1785 # (team_get_movement_order, <destination>, <team_no>, <sub_class>),
team_get_riding_order = 1786 # (team_get_riding_order, <destination>, <team_no>, <sub_class>),
team_get_weapon_usage_order = 1787 # (team_get_weapon_usage_order, <destination>, <team_no>, <sub_class>),
team_give_order = 1790 # (team_give_order, <team_no>, <sub_class>, <order_id>),
team_set_order_position = 1791 # (team_set_order_position, <team_no>, <sub_class>, <position_no>),
team_get_leader = 1792 # (team_get_leader, <destination>, <team_no>),
team_set_leader = 1793 # (team_set_leader, <team_no>, <new_leader_agent_id>),
team_get_order_position = 1794 # (team_get_order_position, <position_no>, <team_no>, <sub_class>),
team_set_order_listener = 1795 # (team_set_order_listener, <team_no>, <sub_class>),
team_set_relation = 1796 # (team_set_relation, <team_no>, <team_no_2>, <value>), # -1 for enemy, 1 for friend, 0 for neutral
That was all the exciting stuff I have found in header operations anyhow. There is other stuff that looked less interestign or I did not understand.






