Generated Battle
The generated battle system is designed to allow scripters to create battles of moderate complexity relatively cheaply. The central premise of the generated battle system is that events are directed without needing to refer to the individual units, which would be the case with full battle scripts. Instead, orders are given and conditions are detected at army level (or across the battle as a whole). This limits the complexity of what can be done but allows for a much simpler interface. The generated battle system is used to script most/all quest battles.
A generated_battle
object is created first with generated_battle:new
, and from that multiple generated_army
objects are created using calls to generated_battle:get_army
, one for each conceptual army on the battlefield. A conceptual army may be an entire army in the conventional sense, or it may be a collection of units within an army grouped together by a common script_name.
Commands are given through the use of messages, built on the script_messager
system. Once created, the generated_battle
object and generated_army
objects can be instructed to listen for certain messages, and act in some manner when they are received. Additionally, the generated_battle
and generated_army
objects can be instructed to trigger messages when certain conditions are met e.g. when under attack. Using these tools, scripted scenarios of surprising complexity may be constructed relatively easily.
The message listeners a generated_battle
object provides can be viewed here: Message Listeners
, and the messages it can generate can be viewed here: Message Generation
. The message listeners a generated_army
object provides can be viewed here: Message Listeners
, and the messages it can generate can be viewed here: Message Generation
.
Example:
A simple generate battle script that sets up two opposing armies. The army in the second alliance is set to defend a position at the start of the battle and then rout when it takes 50% casualties
load_script_libraries();
-- declare generated battle object
gb = generated_battle:new(
false, -- screen starts black
true, -- prevent deployment for player
true, -- prevent deployment for ai
nil, -- intro cutscene function
false -- debug mode
);
-- declare generated army objects
ga_player_01 = gb:get_army(gb:get_player_alliance_num());
ga_ai_01 = gb:get_army(gb:get_non_player_alliance_num());
-- ai defends position [-100, 400] when the battle starts
ga_ai_01:defend_on_message("battle_started", -100, 400, 100);
-- rout the enemy army over 10s when they take 50% casualties
ga_ai_01:message_on_casualties("rout_ai_army", 0.5);
ga_ai_01:rout_over_time_on_message("rout_ai_army", 10000);
Loaded in Campaign | |
Loaded in Battle | |
Loaded in Frontend |
The generated battle object and other related objects send the following messages during battle automatically:
"deployment_started"
when the deployment phase begins."battle_started"
when the playable combat phase begins."battle_ending"
when the VictoryCountdown phase begins (someone has won)."cutscene_ended"
when anycutscene
ends."generated_custscene_ended"
when a generated cutscene ends."outro_camera_finished"
when the outro camera movement on a generated cutscene intro has finished.
-
generated_battle:new(
screen starts black
[boolean
],
prevent player deployment
[boolean
],
prevent ai deployment
[boolean
],
intro cutscene
[function
],
debug mode
[boolean
]
) -
Creates a generated_battle. There should be only one of these per-battle script.
Parameters:
1
optional, default value=false
The screen starts black. This should match the prepare_for_fade_in flag in the battle setup, which always seems to be true for quest battles. Furthermore, this flag is only considered if no intro cutscene callback is specified.
2
optional, default value=false
Prevents player control during deployment.
3
optional, default value=false
Prevents deployment for the ai.
4
optional, default value=nil
Intro cutscene callback. This is called when deployment phase ends, unless
generated_battle:set_cutscene_during_deployment
is set.5
optional, default value=false
Turns on debug mode, for more output.
Returns:
generated battlegenerated_battle
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 99
-
generated_battle:set_cutscene_during_deployment([
play in deploymentboolean
])
-
Sets the supplied intro cutscene callback specified in
generated_battle:new
to play at the start of deployment, rather than at the end.Parameters:
1
optional, default value=true
play in deployment
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 409
-
generated_battle:stop_end_battle([
stop battle endboolean
])
-
Stops
battle_manager:end_battle
() from being called at the end of the battle. Use this if you want to stop the battle from leaving the VictoryCoundown phase.Parameters:
1
optional, default value=true
stop battle end
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 420
-
generated_battle:has_battle_started()
-
Returns
true
if the combat phase of the battle has started,false
otherwise.Returns:
battle has startedboolean
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 443
-
generated_battle:get_player_alliance_num()
-
Returns the index of the alliance the player is a part of.
Returns:
indexnumber
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 451
-
generated_battle:get_non_player_alliance_num()
-
Returns the index of the enemy alliance to the player.
Returns:
indexnumber
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 459
When the generated battle object is created with generated_battle:new
it automatically creates all generated_army
objects internally. The generated_battle:get_player_army
and generated_battle:get_army
functions can be called by client scripts to get handles to to fetch generated_army
objects.
-
generated_battle:get_player_army([
script namestring
])
-
Returns the player-controlled
generated_army
with the supplied script name.Parameters:
1
optional, default value=""
script name
Returns:
generated_army
generated army
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 478
-
generated_battle:get_army(
alliance indexnumber
, [
script namestring
])
-
Returns a
generated_army
corresponding to the supplied arguments. Use in one of two modes:
- Supply an alliance number, an army number, and (optionally) a script name. This is the original way armies were specified in quest battle scripts. Returns agenerated_army
corresponding to the supplied alliance/army numbers, containing all units where the name matches the supplied script name (or all of them if one was not supplied). WARNING: at time of writing the ordering of armies in an alliance beyond the first cannot be guaranteed if loading from campaign, so specifying an army index in this case may not be a good idea.
- Supply an alliance number and a script name. This supports the randomised ordering of armies in an alliance that we see from campaign.Parameters:
1
alliance index
2
optional, default value=""
script name
Returns:
generated_army
generated army
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 487
-
generated_battle:add_listener(
message namestring
,
callback to callfunction
, [
persistentboolean
])
-
Allows the generated_battle object to listen for a message and trigger an arbitrary callback. The call gets passed to the underlying
script_messager
- seescript_messager:add_listener
.Parameters:
1
message name
2
callback to call
3
optional, default value=false
persistent
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 646
-
generated_battle:remove_listener(
message namestring
)
-
Removes any listener listening for a particular message. This call gets passed through to
script_messager:remove_listener_by_message
.Parameters:
1
message name
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 656
-
generated_battle:advice_on_message(
messagestring
,
advice keystring
, [
wait offset in msnumber
])
-
Takes a string message, a string advice key, and an optional time offset in ms. Instruct the generated_battle to play a piece of advice on receipt of a message, with the optional time offset so that it doesn't happen robotically at the same moment as the message.
Parameters:
1
message
2
advice key
3
optional, default value=0
wait offset in ms
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 675
-
generated_battle:play_sound_on_message(
message
string
,
sound
battle_sound_effect
,
position
[battle_vector
],
wait offset
[number
],
end message
[string
],
minimum duration
[number
]
) -
Instruct the generated_battle to play a sound on receipt of a message.
Parameters:
1
Play the sound on receipt of this message.
2
Sound file to play.
3
optional, default value=nil
Position at which to play the sound. Supply
nil
to play the sound at the camera.4
optional, default value=0
Delay between receipt of the message and the supplied sound starting to play, in ms.
5
optional, default value=nil
Message to send when the sound has finished playing.
6
optional, default value=500
Minimum duration of the sound in ms. This is only used if an end message is supplied, and is handy during development for when the sound has not been recorded.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 713
-
generated_battle:stop_sound_on_message(
messagestring
,
soundbattle_sound_effect
, [
wait offsetnumber
])
-
Instructs the generated_battle to stop a sound on receipt of a message.
Parameters:
1
Stop the sound on receipt of this message.
2
Sound file to stop.
3
optional, default value=0
Delay between receipt of the message and the supplied sound being stopped, in ms.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 786
-
generated_battle:start_terrain_composite_scene_on_message(
message
string
,
scene key
string
,
wait offset
[number
],
group name
[string
],
delay if queued
[number
]
) -
Instructs the generated_battle to start a terrain composite scene on receipt of a message. Terrain composite scenes are general-purpose scene containers, capable of playing animations, sounds, vfx and more.
Parameters:
1
Play the composite scene on receipt of this message.
2
Composite scene key.
3
optional, default value=0
Delay between receipt of the message and the scene being started, in ms.
4
optional, default value=false
Composite scene group name. If supplied, this prevents this composite scene being played at the same time as any other in the same group. See documentation for the underlying
battle_manager:start_terrain_composite_scene
function for more information.5
optional, default value=false
Delay before playing in ms if queued. This only applies if a group name is set. See
battle_manager:start_terrain_composite_scene
for more information.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 824
-
generated_battle:stop_terrain_composite_scene_on_message(
message
string
,
scene key
string
,
wait offset
[number
]
) -
Instructs the generated_battle to stop a terrain composite scene on receipt of a message.
Parameters:
1
Stop the composite scene on receipt of this message.
2
Composite scene key.
3
optional, default value=0
Delay between receipt of the message and the scene being stopped, in ms.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 883
-
generated_battle:set_objective_on_message(
message
string
,
objective key
string
,
wait offset
[number
],
objective param a
[number
],
objective param b
[number
]
) -
Instructs the generated_battle to add a scripted obective to the objectives panel, or update an existing scripted objective, on receipt of a message. The scripted objective is automatically completed or failed when the battle ends, based on the winner of the battle.
Parameters:
1
Add/update the objective on receipt of this message.
2
Objective key to add or update.
3
optional, default value=0
Delay between receipt of the message and the objective being added/updated, in ms.
4
optional, default value=nil
First numeric objective parameter, if required. See documentation for
objectives_manager:set_objective
.5
optional, default value=nil
Second numeric objective parameter, if required. See documentation for
objectives_manager:set_objective
.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 926
-
generated_battle:set_objective_with_leader_on_message(
message
string
,
objective key
string
,
wait offset
[number
],
objective param a
[number
],
objective param b
[number
]
) -
Instructs the generated_battle to add a scripted obective to the objectives panel with a
topic_leader
, or to update an existing scripted objective, on receipt of a message. The scripted objective is automatically completed or failed when the battle ends, based on the winner of the battle.Parameters:
1
Add/update the objective on receipt of this message.
2
Objective key to add or update.
3
optional, default value=0
Delay between receipt of the message and the objective being added/updated, in ms.
4
optional, default value=nil
First numeric objective parameter, if required. See documentation for
objectives_manager:set_objective
.5
optional, default value=nil
Second numeric objective parameter, if required. See documentation for
objectives_manager:set_objective
.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 969
-
generated_battle:complete_objective_on_message(
messagestring
,
objective keystring
, [
wait offsetnumber
])
-
Instructs the generated_battle to mark a specified objective as complete, on receipt of a message. Note that objectives issued to the player are automatically completed if they win the battle.
Parameters:
1
Complete the objective on receipt of this message.
2
Objective key to complete.
3
optional, default value=0
Delay between receipt of the message and the objective being completed, in ms.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 1011
-
generated_battle:fail_objective_on_message(
messagestring
,
objective keystring
, [
wait offsetnumber
])
-
Instructs the generated_battle to mark a specified objective as failed, on receipt of a message. Note that objectives issued to the player are automatically failed if they lose the battle.
Parameters:
1
Fail the objective on receipt of this message.
2
Objective key to fail.
3
optional, default value=0
Delay between receipt of the message and the objective being failed, in ms.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 1051
-
generated_battle:remove_objective_on_message(
messagestring
,
objective keystring
, [
wait offsetnumber
])
-
Instructs the generated_battle to remove a specified objective from the UI on receipt of a message.
Parameters:
1
Remove the objective on receipt of this message.
2
Objective key to remove.
3
optional, default value=0
Delay between receipt of the message and the objective being removed, in ms.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 1091
-
generated_battle:set_locatable_objective_on_message(
message
string
,
objective key
string
,
wait offset
[number
],
camera position
battle_vector
,
camera target
battle_vector
,
camera move time
number
) -
Instructs the generated_battle to set a locatable objective on receipt of a message. See
battle_manager:set_locatable_objective
for more details.Parameters:
1
Add/update the locatable objective on receipt of this message.
2
Objective key to add or update.
3
optional, default value=0
Delay between receipt of the message and the objective being added/updated, in ms.
4
Camera position to zoom camera to when objective button is clicked.
5
Camera target to zoom camera to when objective button is clicked.
6
Time the camera takes to pan to the objective when the objective button is clicked, in seconds.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 1131
-
generated_battle:set_locatable_objective_callback_on_message(
message
string
,
objective key
string
,
wait offset
[number
],
camera position generator
function
,
camera move time
number
) -
Instructs the generated_battle to set a locatable objective using a callback on receipt of a message. The callback function should return two
battle_vector
objects that specify the camera position and target to zoom to - seebattle_manager:set_locatable_objective_callback
for more details.Parameters:
1
Add/update the locatable objective on receipt of this message.
2
Objective key to add or update.
3
optional, default value=0
Delay between receipt of the message and the objective being added/updated, in ms.
4
Camera position generator function. When called, this should return two
battle_vector
values that specify the camera position and target to move to.5
Time the camera takes to pan to the objective when the objective button is clicked, in seconds.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 1190
-
generated_battle:add_ping_icon_on_message(
message
string
,
marker position
battle_vector
,
marker type
number
,
wait offset
[number
],
duration
[number
]
) -
Instructs the generated_battle to add a battlefield ping icon on receipt of a message. This is a marker that appears in 3D space and can be used to point out the location of objectives to the player.
Parameters:
1
Add the ping icon on receipt of this message.
2
Marker position.
3
Marker type. These have to be looked up from code. See the documentation for
battle:add_ping_icon
for a list of valid values.4
optional, default value=0
Delay between receipt of the message and the marker being added, in ms.
5
optional, default value=nil
Duration that the marker should stay visible for, in ms. If not set then the marker stays on-screen until it is removed with
generated_battle:remove_ping_icon_on_message
.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 1242
-
generated_battle:remove_ping_icon_on_message(
message
string
,
marker position
battle_vector
,
wait offset
[number
]
) -
Instructs the generated_battle to remove a battlefield ping icon on receipt of a message. The marker is specified by its position.
Parameters:
1
Remove the ping icon on receipt of this message.
2
Marker position.
3
optional, default value=0
Delay between receipt of the message and the marker being removed, in ms.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 1303
-
generated_battle:fade_in_on_message(
messagestring
,
durationnumber
)
-
Takes a string message, and a fade duration in seconds. Fades the scene from black to picture over the supplied duration when the supplied message is received.
Parameters:
1
message
2
duration
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 1388
-
generated_battle:set_custom_loading_screen_on_message(
messagestring
,
durationnumber
)
-
Takes a string message and a string custom loading screen key. Sets that loading screen key to be used as the loading screen on receipt of the string message. This is used to set a custom outro loading screen.
Parameters:
1
message
2
duration
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 1413
-
generated_battle:start_terrain_effect_on_message(
messagestring
,
effect namestring
, [
wait offsetnumber
])
-
Instructs the generated_battle to start a terrain effect on receipt of a message.
Parameters:
1
Start the terrain effect on receipt of this message.
2
Effect name to start.
3
optional, default value=0
Delay between receipt of the message and the effect being started, in ms.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 1438
-
generated_battle:stop_terrain_effect_on_message(
messagestring
,
effect namestring
, [
wait offsetnumber
])
-
Instructs the generated_battle to stop a terrain effect on receipt of a message.
Parameters:
1
Stop the terrain effect on receipt of this message.
2
Effect name to stop.
3
optional, default value=0
Delay between receipt of the message and the effect being stopped, in ms.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 1476
-
generated_battle:queue_help_on_message(
message
string
,
objective key
string
,
display time
[number
],
display time
[number
],
wait offset
[number
],
high priority
[boolean
],
message on trigger
[string
]
) -
Enqueues a help message for display on-screen on receipt of a message. The message appears above the army panel with a black background. See
Help Message Queue
for more information. Note that if the battle is ending, this message will not display.Parameters:
1
Enqueue the help message for display on receipt of this message.
2
Message key, from the scripted_objectives table.
3
optional, default value=10000
Time for which the help message should be displayed on-screen, in ms.
4
optional, default value=2000
Time for which the help message should be displayed on-screen, in ms.
5
optional, default value=0
Delay between receipt of the message and the help message being enqueued, in ms.
6
optional, default value=false
High priority advice gets added to the front of the help queue rather than the back.
7
optional, default value=nil
Specifies a message to be sent when this help message is actually triggered for display.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 1514
-
generated_battle:set_victory_countdown_on_message(
messagestring
,
countdown timenumber
)
-
Sets the victory countdown time for the battle to the specified value when the specified message is received. The victory countdown time is the grace period after the battle is deemed to have a victor, and before the battle formally ends, in which celebratory/commiseratory advice often plays. Set this to a negative number for the battle to never end after entering victory countdown phase, or 0 for it to end immediately.
Note that it's possible to set a negative victory countdown period, then enter the phase, then set a victory countdown period of zero to end the battle immediately.Parameters:
1
Set victory countdown on receipt of this message.
2
Victory countdown time in ms.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 1586
-
generated_battle:block_message_on_message(
messagestring
,
message to blockstring
, [
should blockboolean
])
-
Blocks or unblocks a message from being triggered, on receipt of a message. Scripts listening for a blocked message will not be notified when that message is triggered. See
script_messager:block_message
for more information.Parameters:
1
Perform the blocking or unblocking on receipt of this message.
2
Message to block or unblock.
3
optional, default value=true
Should block the message. Set this to
false
to unblock a previously-blocked message.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 1618
-
generated_battle:message_on_all_messages_received(
messagestring
, ...
messages)
-
Takes a subject message, and then one or more other messages. When all of these other messages are received, the subject message is sent.
Parameters:
1
Subject message to send.
2
...
One or more string messages to receive.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 1718
-
generated_battle:message_on_any_message_received(
messagestring
, ...
messages)
-
Takes a subject message, and then one or more other messages. When any of these other messages are received, the subject message is sent.
Parameters:
1
Subject message to send.
2
...
One or more string messages to receive.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 1764
-
generated_battle:message_on_time_offset(
message
string
,
wait time
number
,
start message
[string
],
cancel message
[string
]
) -
Takes a string message and a wait time in ms. Waits for the specified interval and then triggers the message. If an optional start message is supplied as a third parameter then the timer will start when this message is received, otherwise it starts when the battle is started.
A cancellation message may be supplied as a fourth parameter - this will cancel the timer if the message is received (whether the timer has been started or not).Parameters:
1
Message to send.
2
Wait time in ms before sending the message.
3
optional, default value="battle_started"
Start message which begins the wait time countdown. If a value of
true
is supplied then the countdown starts as soon as this function is called.4
optional, default value=false
Cancellation message.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 1803
-
generated_battle:message_on_capture_location_capture_commenced(
message
string
,
start message
[string
],
script id filter
[string
],
type filter
[string
],
holding alliance filter
[number
],
contesting alliance filter
[number
]
) -
Generates the supplied script message when the capture of a
battle_capture_location
begins. A number of filters may optionally be specified, for the holding alliance, the contesting alliance, and the script id and the type of the capture location. When a script event indicating the capture of a capture location has begun the supplied filters are checked and, should they all match, the supplied message is generated. Filters that are omitted are not checked.
The script id and type filters perform a string compare, so a supplied script id filter"section_1"
would pass for capture locations with ids"section_1"
,"section_1a"
,"end_section_1"
but would not match"section_2"
, for example. Similarly a supplied type filter of"minor_key_building"
would match"minor_key_building_defence"
but not"major_key_building"
. Capture location types may be looked up in thecapture_location_types
database table.
A start message may optionally be specified. If this is left blank then the listener will start when deployment ends. If the boolean valuetrue
is supplied as a start message the listener will start immediately, but this is highly situational.Parameters:
1
Message to send.
2
optional, default value="battle_started"
Start message which begins the listening process. If a value of
true
is supplied then the process starts as soon as this function is called.3
optional, default value=nil
Capture location script id filter. If supplied, a string match of this filter is performed against the capture location script id as described above.
4
optional, default value=nil
Capture location type filter. If supplied, a string match of this filter is performed against the capture location type as described above.
5
optional, default value=nil
Holding alliance filter. This may be an alliance index (1 or 2), a
generated_army
(the alliance of the army is used), ornil
may be supplied to bypass this filter.6
optional, default value=nil
Contesting alliance filter. This may be an alliance index (1 or 2), a
generated_army
(the alliance of the army is used), ornil
may be supplied to bypass this filter.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2015
-
generated_battle:message_on_capture_location_capture_completed(
message
string
,
start message
[string
],
script id filter
[string
],
type filter
[string
],
holding alliance filter
[number
],
contesting alliance filter
[number
]
) -
Generates the supplied script message when the capture of a
battle_capture_location
completes. A number of filters may optionally be specified, for the (previous) holding alliance, the contesting alliance, and the script id and the type of the capture location. When a script event indicating the capture of a capture location has completed the supplied filters are checked and, should they all match, the supplied message is generated. Filters that are omitted are not checked.
The script id and type filters perform a string compare, so a supplied script id filter"section_1"
would pass for capture locations with ids"section_1"
,"section_1a"
,"end_section_1"
but would not match"section_2"
, for example. Similarly a supplied type filter of"minor_key_building"
would match"minor_key_building_defence"
but not"major_key_building"
. Capture location types may be looked up in thecapture_location_types
database table.
A start message may optionally be specified. If this is left blank then the listener will start when deployment ends. If the boolean valuetrue
is supplied as a start message the listener will start immediately, but this is highly situational.Parameters:
1
Message to send.
2
optional, default value="battle_started"
Start message which begins the listening process. If a value of
true
is supplied then the process starts as soon as this function is called.3
optional, default value=nil
Capture location script id filter. If supplied, a string match of this filter is performed against the capture location script id as described above.
4
optional, default value=nil
Capture location type filter. If supplied, a string match of this filter is performed against the capture location type as described above.
5
optional, default value=nil
Holding alliance filter. This may be an alliance index (1 or 2), a
generated_army
(the alliance of the army is used), ornil
may be supplied to bypass this filter.6
optional, default value=nil
Contesting alliance filter. This may be an alliance index (1 or 2), a
generated_army
(the alliance of the army is used), ornil
may be supplied to bypass this filter.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2030
Generated Army
A generated army object represents a conceptual army in a generated battle. This can mean an entire army in the conventional sense, or a collection of units within a conventional army, grouped together by the same script_name. A generated_army object can be created by calling generated_battle:get_army
.
Each generated army object can be instructed to respond to trigger script messages when certain in-battle conditions are met (e.g. when a certain proportion of casualties has been taken, or the enemy is within a certain distance), or to respond to script messages triggered by other parts of the script by attacking/defending/moving and more. Using these tools, the actions that determine the course of events in a generated/quest battle can be laid out.
-
generated_army:get_script_name()
-
Gets the script_name of the generated army.
Returns:
script_namestring
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2264
-
generated_army:get_unitcontroller()
-
Gets a unitcontroller with control over all units in the generated army. This can be useful for the intro cutscene which needs this to restrict player control.
Returns:
unitcontrollerbattle_unitcontroller
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2272
-
generated_army:get_alliance()
-
Returns the
battle_alliance
object that contains the units in this generated army.Returns:
alliancebattle_alliance
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2280
-
generated_army:get_army()
-
Returns the
battle_army
object that contains the units in this generated army. If the units are reinforcing then they may instead belong to a dummy army before they enter the battlefield - usegenerated_army:get_reinforcement_source_army
instead to access that army object.Returns:
armybattle_army
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2288
-
generated_army:get_reinforcement_source_army()
-
Returns the temporary
battle_army
object that contains reinforcing units in this generated army, before they enter the battlefield. As they enter the battlefield they will be transferred to the proper army object which may be accessed withgenerated_army:get_army
.
If the units in this generated army are not reinforcing then there will be no source army and this function will returnfalse
.Returns:
source armybattle_army
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2296
-
generated_army:get_handicap()
-
Returns the battle difficulty. See the documentation for
army:army_handicap
for possible return values.Returns:
army handicapnumber
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2306
-
generated_army:get_first_scriptunit()
-
Returns the first scriptunit of the generated army.
Returns:
scriptunitscript_unit
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2314
-
generated_army:get_most_westerly_scriptunit()
-
Returns the
script_unit
within the generated army positioned furthest to the west.Returns:
scriptunitscript_unit
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2322
-
generated_army:get_most_easterly_scriptunit()
-
Returns the
script_unit
within the generated army positioned furthest to the east.Returns:
scriptunitscript_unit
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2344
-
generated_army:get_most_northerly_scriptunit()
-
Returns the
script_unit
within the generated army positioned furthest to the north.Returns:
scriptunitscript_unit
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2366
-
generated_army:get_most_southerly_scriptunit()
-
Returns the
script_unit
within the generated army positioned furthest to the south.Returns:
scriptunitscript_unit
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2388
-
generated_army:get_casualty_rate()
-
Returns the amount of casualties this generated army has taken as a unary value e.g. 0.2 = 20% casualties.
Returns:
casualtiesnumber
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2410
-
generated_army:get_rout_proportion([
permit rampagingboolean
])
-
Returns the unary proportion (0 - 1) of the units in this generated army that are routing e.g. 0.2 = 20% routing.
Parameters:
1
optional, default value=false
Permit rampaging, so that rampaging units are considered to be still controllable/not-routing. By default, rampaging units are considered to be routing.
Returns:
rout proportionnumber
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2418
-
generated_army:get_shattered_proportion([
permit rampagingboolean
])
-
Returns the unary proportion (0 - 1) of the units in this generated army that are shattered e.g. 0.2 = 20% routing.
Parameters:
1
optional, default value=false
Permit rampaging, so that rampaging units are considered to be still controllable/not-routing. By default, rampaging units are considered to be routing.
Returns:
shattered proportionnumber
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2436
-
generated_army:are_unit_types_in_army()
-
Returns true if any of the supplied unit types are present in the army, false otherwise.
Returns:
army contains typesboolean
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2454
These commands directly call some function or give some instruction to the generated army without listening for a script message. They are mostly for use within intro cutscenes, or they may be used internally by the functions that listen for messages.
-
generated_army:set_visible_to_all([
visibleboolean
])
-
Sets the visibility on a
generated_army
, so that they are visible in an intro cutscene.Parameters:
1
optional, default value=true
visible
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2492
-
generated_army:set_enabled([
enabledboolean
])
-
Sets whether a generated_army is enabled - when disabled, they will be invisible and effectively not exist. See
script_unit:set_enabled
.Parameters:
1
optional, default value=true
enabled
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2504
-
generated_army:halt()
-
Halts the generated_army.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2512
-
generated_army:celebrate()
-
Orders the generated_army to celebrate.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2519
-
generated_army:taunt()
-
Orders the generated_army to taunt.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2526
-
generated_army:play_sound_charge()
-
Orders the generated_army to trigger the charge sound.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2533
-
generated_army:play_sound_taunt()
-
Orders the generated_army to trigger the taunt sound.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2541
-
generated_army:add_ping_icon([
icon typenumber
], [
unit indexnumber
], [
durationnumber
])
-
Adds a ping icon to a unit within the generated army. See
script_unit:add_ping_icon
.Parameters:
1
optional, default value=8
Icon type. This is a numeric index defined in code.
2
optional, default value=1
Index of unit within the army to add the ping icon to.
3
optional, default value=nil
Duration to show the ping icon, in ms. Leave blank to show the icon indefinitely.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2549
-
generated_army:remove_ping_icon([
unit indexnumber
])
-
Removes a ping icon from a unit within the generated army.
Parameters:
1
optional, default value=1
Index of unit within the army to remove the ping icon from.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2571
-
generated_army:teleport_to_start_location_offset([
x offsetnumber
], [
z offsetnumber
])
-
Teleports the generated army to a position offset from its start location. Supply no offset to teleport it directly to its start location.
Parameters:
1
optional, default value=0
x offset
2
optional, default value=0
z offset
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2591
-
generated_army:goto_start_location([
move fastboolean
])
-
Instructs all the units in a generated army to move to the position/angle/width at which they started the battle.
Parameters:
1
optional, default value=false
move fast
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2621
-
generated_army:goto_location_offset(
x offsetnumber
,
x offsetnumber
, [
move fastboolean
])
-
Instructs all units in a generated army to go to a location offset from their current position. Supply a numeric x/z offset and a boolean argument specifying whether they should run.
Parameters:
1
x offset in m
2
z offset in m
3
optional, default value=false
move fast
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2629
-
generated_army:move_to_position(
positionbattle_vector
)
-
Instructs all units in a generated army to move to a position under control of a
script_ai_planner
. Seescript_ai_planner:move_to_position
.Parameters:
1
position
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2659
-
generated_army:advance()
-
Instructs all units in a generated army to advance upon the enemy.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2678
-
generated_army:attack()
-
Instructs all units in a generated army to attack the enemy.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2696
-
generated_army:attack_force(
enemy forcescript_units
)
-
Instructs all units in a generated army to attack a specific enemy force.
Parameters:
1
enemy force
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2713
-
generated_army:rush()
-
Instructs all units in a generated army to rush the enemy, ie move fast, attack without forming up
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2733
-
generated_army:defend(
x co-ordinatenumber
,
y co-ordinatenumber
,
radiusnumber
)
-
Instructs all units in a generated army to defend a position.
Parameters:
1
x co-ordinate in m
2
y co-ordinate in m
3
radius
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2750
-
generated_army:release()
-
Instructs the generated army to release control of all its units to the player/general ai.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2767
These functions listen for messages and issue commands to the generated army on their receipt. They are intended to be the primary method of causing armies to follow orders on the battlefield during open gameplay - use these instead of issuing direct orders where possible.
-
generated_army:teleport_to_start_location_offset_on_message(
message
string
,
x offset
number
,
y offset y offset in m
number
) -
Teleports the units in the army to their start position with the supplied offset when the supplied message is received.
Parameters:
1
message
2
x offset in m
3
y offset y offset in m
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2794
-
generated_army:goto_start_location_on_message(
messagestring
, [
move fastboolean
])
-
Instructs the units in the army to move to the locations they started the battle at when the supplied message is received.
Parameters:
1
message
2
optional, default value=false
move fast
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2816
-
generated_army:goto_location_offset_on_message(
message
string
,
x offset
number
,
z offset
number
,
move fast
boolean
) -
Instructs the units in the army to move relative to their current locations when the supplied message is received.
Parameters:
1
message
2
x offset in m
3
z offset in m
4
move fast
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2837
-
generated_army:set_enabled_on_message(
messagestring
,
enabledboolean
)
-
Sets the enabled status of a generated army on receipt of a message.
Parameters:
1
message
2
enabled
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2860
-
generated_army:set_formation_on_message(
messagestring
,
formationstring
,
releaseboolean
)
-
Sets the formation of the units in the generated army to the supplied formation on receipt of a message. For valid formation strings, see documentation for
script_units:change_formation
.Parameters:
1
Message.
2
Formation name.
3
set to
true
to release script control after issuing the command. Set this if the command is happening to the player's army.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2878
-
generated_army:move_to_position_on_message(
messagestring
,
positionbattle_vector
)
-
Instructs all units in a generated army to move to a position under control of a
script_ai_planner
on receipt of a message. Seegenerated_army:move_to_position
.Parameters:
1
message
2
position
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2910
-
generated_army:advance_on_message(
messagestring
, [
wait offsetnumber
])
-
Orders the units in the generated army to advance on the enemy upon receipt of a supplied message.
Parameters:
1
Message.
2
optional, default value=0
Time to wait in ms after receipt of the message before issuing the advance order.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2936
-
generated_army:attack_on_message(
messagestring
, [
wait offsetnumber
])
-
Orders the units in the generated army to attack the enemy upon receipt of a supplied message.
Parameters:
1
Message.
2
optional, default value=0
Time to wait after receipt of the message before issuing the attack order.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 2974
-
generated_army:rush_on_message(
messagestring
, [
wait offsetnumber
])
-
Orders the units in the generated army to rush the enemy upon receipt of a supplied message.
Parameters:
1
Message.
2
optional, default value=0
Time to wait after receipt of the message before issuing the rush order.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3012
-
generated_army:attack_force_on_message(
messagestring
,
targetgenerated_army
, [
wait offsetnumber
])
-
Orders the units in the generated army to attack a specified enemy force upon receipt of a supplied message.
Parameters:
1
Message.
2
Target force.
3
optional, default value=0
Time to wait after receipt of the message before issuing the attack order.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3050
-
generated_army:defend_on_message(
message
string
,
x co-ordinate
number
,
x co-ordinate
number
,
radius
number
,
wait offset
[number
]
) -
Orders the units in the generated army to defend a specified position upon receipt of a supplied message.
Parameters:
1
Message.
2
x co-ordinate in m.
3
y co-ordinate in m.
4
Defence radius.
5
optional, default value=0
Time to wait after receipt of the message before issuing the defend order.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3094
-
generated_army:release_on_message(
messagestring
, [
wait offsetnumber
])
-
Releases script control of the units in the generated army to the player/general AI upon receipt of a supplied message.
Parameters:
1
Message.
2
optional, default value=0
Time to wait after receipt of the message before the units are released.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3145
-
generated_army:reinforce_on_message(
message
string
,
wait offset
[number
],
wave index
[number
],
is final wave
[boolean
]
) -
Prevents the units in the generated army from entering the battlefield as reinforcements until the specified message is received, at which point they are deployed.
Parameters:
1
Message.
2
optional, default value=0
Time to wait after receipt of the message before issuing the reinforce order.
3
optional, default value=nil
Set an integer value to notify the game that this is a new wave in a survival battle.
4
optional, default value=false
Set this to
true
to notify the game that this is the final wave in a survival battle. This value is disregarded if no wave index is specified.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3178
-
generated_army:rout_over_time_on_message(
messagestring
,
period in msnumber
)
-
Routs the units in the generated army over the specified time period upon receipt of a supplied message. See
script_units:rout_over_time
.Parameters:
1
Message.
2
Period over which the units in the generated army should rout, in ms.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3226
-
generated_army:prevent_rallying_if_routing_on_message(
messagestring
)
-
Prevents the units in the generated army from rallying if they ever rout upon receipt of a supplied message. See
script_unit:prevent_rallying_if_routing
.Parameters:
1
Message.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3256
-
generated_army:withdraw_on_message(
messagestring
)
-
Withdraw the units in the generated army upon receipt of a supplied message.
Parameters:
1
Message.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3275
-
generated_army:set_melee_mode_on_message(
messagestring
, [
activateboolean
], [
releaseboolean
])
-
Activates or deactivates melee mode on units within the generated army on receipt of a supplied message. An additional flag specifies whether script control of the units should be released afterwards - set this to true if the player is controlling this army.
Parameters:
1
Message.
2
optional, default value=true
Should activate melee mode.
3
optional, default value=false
Release script control afterwards.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3294
-
generated_army:use_army_special_ability_on_message(
message
string
,
special ability key
string
,
position
[battle_vector
],
orientation
[number
],
width
[number
],
delay
[number
]
) -
Instructs the logical
battle_army
associated with the first unit in thisgenerated_army
to use the supplied special ability, upon receipt of the supplied message. An optional position, orientation and width may be specified for the army special ability. A delay may also be specified, in which case an interval in ms will be waited between the message being received and the ability being used.Parameters:
1
Message.
2
Special ability key, from the
army_special_abilities
table.3
optional, default value=nil
Position to trigger special ability with, if applicable.
4
optional, default value=nil
Orientation to trigger special ability with, if applicable. This is specified in radians.
5
optional, default value=nil
Width in m to trigger special ability with, if applicable.
6
optional, default value=0
Delay in ms to wait after receiving the message before triggering the ability.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3319
-
generated_army:change_behaviour_active_on_message(
message
string
,
behaviour
string
,
activate
[boolean
],
release
[boolean
]
) -
Activates or deactivates a supplied behaviour on units within the generated army on receipt of a supplied message. An additional flag specifies whether script control of the units should be released afterwards - set this to true if the player is controlling this army.
Parameters:
1
Message.
2
Behaviour to activate or deactivate. See documentation on
script_unit:change_behaviour_active
for a list of valid values.3
optional, default value=true
Should activate behaviour.
4
optional, default value=false
Release script control afterwards.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3404
-
generated_army:set_invincible_on_message(
messagestring
, [
enable effectboolean
])
-
Sets the units in the generated army to be invincible and fearless upon receipt of a supplied message. If the enable flag is set to false then the effect is undone, removing invincibility and setting morale behaviour to default.
Parameters:
1
message
2
optional, default value=true
enable effect
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3431
-
generated_army:refresh_on_message(
messagestring
)
-
Refreshes the ammunition and fatigue of units in the generated army upon receipt of a supplied message.
Parameters:
1
message
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3461
-
generated_army:deploy_at_random_intervals_on_message(
message
string
,
min units
number
,
max units
number
,
min period
string
,
max period
string
,
cancel message
[string
],
spawn immediately
[boolean
],
allow respawning
[boolean
],
wave index
[number
],
is final wave
[boolean
],
ongoing output
[boolean
]
) -
Prevents the units in the generated army from deploying as reinforcements when called, and instructs them to enter the battlefield in random chunks upon receipt of a supplied message. Supply min/max values for the number of units to be deployed at one time, and a min/max period between deployment chunks. Each chunk will be of a random size between the supplied min/max, and will deploy onto the battlefield at a random interval between the supplied min/max period after the previous chunk. This process will repeat until all units in the generated army are deployed, or until the cancel message is received. See
script_units:deploy_at_random_intervals
for more information.
A cancel message may also be supplied, which will stop the reinforcement process either before or after the trigger message is received.Parameters:
1
Trigger message.
2
Minimum number of units to deploy in chunk.
3
Maximum number of units to deploy in chunk.
4
Minimum duration between chunks.
5
Maximum duration between chunks.
6
optional, default value=nil
Cancel message. If specified, this stops the deployment once received.
7
optional, default value=false
Spawns the first wave immediately.
8
optional, default value=false
Allow units to respawn that have previously been deployed.
9
optional, default value=nil
Set an integer value to notify the game that this is a new wave in a survival battle.
10
optional, default value=false
Set this to
true
to notify the game that this is the final wave in a survival battle. This value is disregarded if no wave index is specified.11
optional, default value=false
Generate ongoing debug output as units are deployed.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3480
-
generated_army:assign_to_spawn_zone_from_collection_on_message(
message
string
,
spawn zone collection
table
,
suppress warning
[boolean
]
) -
Assigns this army to a random spawn zone from the supplied collection on receipt of the supplied message. This will make units that deploy onto the battlefield from this army come on from the position of the spawn zone that is chosen. The spawn zone collection is a bespoke table data type - see the functions listed in the
Spawn Zone Collections
section of this documentation for more information.
It is valid to call this function while the army is partially deployed. In this case, units that subsequently deploy will enter the battlefield from the position of the new spawn zone. This functiom may be used in conjuction with other functions such asgenerated_army:message_on_number_deployed
, which broadcasts script messages when a certain number of units have deployed from the army. This function switches spawn zones in response to these messages, so that the enemy force appears from multiple directions. To facilitate this behaviour, this function persists in listening for its message after the message is first received, which is uncommon behaviour amongst generated battle message listeners.
Note that this function breaks the generated battle system paradigm that generated army objects can represent a subset of a logical army. Units are assigned to spawn zones on a per-logical-army basis, so if this generated army shares a logical army with another generated army, then changing the spawn zone on this generated army will also change the spawn zone for the other. To increase visibility of this issue the function will throw a script error if called on a generated army that does not control all units for its associated logical army, unless the suppress warning flag is enabled.Parameters:
1
message
2
spawn zone collection
3
optional, default value=false
suppress warning
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3572
-
generated_army:add_to_survival_battle_wave_on_message(
message
string
,
wave index
number
,
final wave
[boolean
]
) -
Adds the scriptunits in this generated army to a survival battle wave on receipt of the supplied message. This will call
battle_manager:add_survival_battle_wave
and start a process which monitors these units and updates the UI as if they were a survival battle wave. Calling this has no effect on the actual behaviour of the units.
The survival battle wave is specified by numeric index. Additional waves can be introduced by ascending index.Parameters:
1
message
2
wave index
3
optional, default value=false
final wave
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3610
-
generated_army:grant_infinite_ammo_on_message(
messagestring
)
-
Continually refills the ammunition of all units in the generated army upon receipt of the supplied message.
Parameters:
1
message
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3644
-
generated_army:play_general_vo_on_message(
message
string
,
sound
battle_sound_effect
,
wait interval
[number
],
end message
[string
],
minimum duration
[number
]
) -
Plays a
battle_sound_effect
associated with the army general on receipt of the supplied message. The sound will appear to come from the general unit in 3D (unless overridden in sound data), and the unit's standard VO will be suppressed while the sound is playing.Parameters:
1
Play the sound on receipt of this message.
2
Sound file to play.
3
optional, default value=0
Delay between receipt of the message and the supplied sound starting to play, in ms.
4
optional, default value=nil
Message to send when the sound has finished playing.
5
optional, default value=500
Minimum duration of the sound in ms. This is only used if an end message is supplied, and is handy during development for when the sound has not yet been recorded.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3664
-
generated_army:add_ping_icon_on_message(
message
string
,
icon type
[number
],
unit index
[number
],
duration
[number
]
) -
Adds a ping marker to a specified unit within the generated army upon receipt of a supplied message.
Parameters:
1
Trigger message
2
optional, default value=8
Icon type. This is a numeric index defined in code.
3
optional, default value=1
The unit to apply the ping marker to is specified by their index value within the generated army, so 1 would be the first unit (usually the general).
4
optional, default value=nil
Duration to display the ping icon for, in ms
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3738
-
generated_army:remove_ping_icon_on_message(
messagestring
, [
unit indexnumber
])
-
Removes a ping marker from a specified unit within the generated army upon receipt of a supplied message.
Parameters:
1
Trigger message
2
optional, default value=1
The unit to remove the ping marker from is specified by their index value within the generated army, so 1 would be the first unit (usually the general).
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3785
-
generated_army:add_winds_of_magic_reserve_on_message(
messagestring
,
modification valuenumber
)
-
Adds an amount to the winds of magic reserve for the generated army upon receipt of a supplied message.
Parameters:
1
Trigger message.
2
Winds of Magic modification value.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3818
-
generated_army:add_winds_of_magic_on_message(
messagestring
,
modification valuenumber
)
-
Adds an amount to the current winds of magic level for the generated army upon receipt of a supplied message.
Parameters:
1
Trigger message.
2
Winds of Magic modification value.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3844
-
generated_army:set_always_visible_on_message(
message
string
,
always visible
[boolean
],
release control
[boolean
]
) -
On receipt of the supplied message, sets the army's visibility status to the supplied true or false value. True = the army will not be hidden by terrain LOS, false = the army can be (i.e. normal behaviour). Note that the target units will still be able to hide in forests or long grass. Also note that they may perform a fade in from the point this function is called, so may not be fully visible until several seconds later.
If the release_control flag is set to true, control of the sunits is released after the operation is performed. Do this if the army belongs to the player, otherwise they won't be able to control them.Parameters:
1
message
2
optional, default value=false
always visible
3
optional, default value=false
release control
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3870
-
generated_army:enable_map_barrier_on_message(
messagestring
,
script idstring
, [
enableboolean
])
-
Instructs this generated army to enable or disable a
battle_map_barrier
when the specified message is received. The map barrier is specified by toggle slot script id. If no toggle slot with the supplied script id is found on the map, or the toggle slot found is not linked to a map barrier, then a script error is produced.Parameters:
1
Change state of map barrier on receipt of this message.
2
Script id specifiying the togggle slot the map barrier is linked to.
3
optional, default value=true
Enable the map barrier. Specify
false
here to disable the barrier instead.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3910
-
generated_army:force_victory_on_message(
messagestring
, [
durationnumber
])
-
Forces the enemies of the generated army to rout over time upon receipt of the supplied message. After the enemies have all routed, this generated army will win the battle.
Parameters:
1
Trigger message.
2
optional, default value=10000
Duration over which to rout the enemy in ms.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 3954
-
generated_army:remove_on_message(
messagestring
)
-
Immediately kills and removes the units in the generated army upon receipt of the supplied message.
Parameters:
1
Trigger message.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 4000
These functions listen for conditions and generate messages when they are met.
-
generated_army:message_on_casualties(
messagestring
,
unary thresholdnumber
)
-
Fires the supplied message when the casualty rate of this generated army equals or exceeds the supplied threshold.
Parameters:
1
Message to trigger.
2
Unary threshold (between 0 and 1).
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 4041
-
generated_army:message_on_proximity_to_enemy(
messagestring
,
threshold distancenumber
)
-
Triggers the supplied message when this generated army finds itself with the supplied distance of its enemy.
Parameters:
1
Message to trigger.
2
Threshold distance in m.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 4078
-
generated_army:message_on_proximity_to_ally(
messagestring
,
threshold distancenumber
)
-
Triggers the supplied message when this generated army finds itself with the supplied distance of any allied generated armies.
Parameters:
1
Message to trigger.
2
Threshold distance in m.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 4118
-
generated_army:message_on_proximity_to_position(
message
string
,
position
battle_vector
,
threshold distance
number
) -
Triggers the supplied message when this generated army finds itself with the supplied distance of the supplied position.
Parameters:
1
Message to trigger.
2
Test position.
3
Threshold distance in m.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 4163
-
generated_army:message_on_rout_proportion(
messagestring
,
thresholdnumber
, [
permit rampagingboolean
])
-
Triggers the supplied message when the proportion of units routing or dead in this generated army exceeds the supplied unary threshold.
Parameters:
1
Message to trigger.
2
Unary threshold (0 - 1).
3
optional, default value=false
Permit rampaging, so that rampaging units are considered to be still controllable/not-routing. By default, rampaging units are considered to be routing.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 4207
-
generated_army:message_on_shattered_proportion(
message
string
,
threshold
number
,
permit rampaging
[boolean
]
) -
Triggers the supplied message when the proportion of units that are shattered in this generated army exceeds the supplied unary threshold.
Parameters:
1
Message to trigger.
2
Unary threshold (0 - 1).
3
optional, default value=false
Permit rampaging, so that rampaging units are considered to be still controllable/not-routing. By default, rampaging units are considered to be routing.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 4245
-
generated_army:message_on_deployed(
messagestring
)
-
Triggers the supplied message when the units in the generated army are all fully deployed.
Parameters:
1
Message to trigger.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 4283
-
generated_army:message_on_any_deployed(
messagestring
)
-
Triggers the supplied message when any of the units in the generated army have deployed.
Parameters:
1
Message to trigger.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 4312
-
generated_army:message_on_number_deployed(
messagestring
,
read repeatedlyboolean
, vararg
numbers)
-
Triggers the supplied message, potentially repeatedly, when a certain number of units in the generated army have been deployed. The function takes one or more number arguments and will count through those numbers in order each time a unit from the army deploys onto the battlefield. The supplied message will be triggered each time a supplied number in the sequence is counted down to 0.
For example, if the generated army contains 10 units, and the messageexample_message
is specified along with numerical arguments2, 1, 3
, the function will trigger that message after the second unit has been deployed (the first supplied number2
is counted down), the third unit has been deployed (the second supplied number1
is counted down, after the first) and the sixth unit has been deployed (the third number3
, after the first and second).
If therepeat_pattern
flag is set then the supplied list of numbers is read repeatedly until all units in the generated army are accounted for. Setting this flag and supplying numerical arguments1, 2
would be the same as not setting this flag and supplying arguments1, 2, 1, 2, 1, 2, 1, 2
etc.
If the last unit being deployed does not complete the sequence (e.g2, 2, 2
for an army that only contains five units) then no final message will be issued.Parameters:
1
Message to trigger.
2
Read back to the start of the supplied list of numbers if there are still units in the generated army that are unassigned.
3
vararg
Sequence of numbers on which to trigger the message, when counting number of units deployed.
Returns:
nil
Example - Send message
reinforcements_arriving
after the 3rd, 5th and 8th unit in the army are deployed:ga_enemy_01:message_on_number_deployed("reinforcements_arriving", 3, 2, 3);
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 4341
-
generated_army:message_on_seen_by_enemy(
messagestring
)
-
Triggers the supplied message when any of the units in the generated army have become visible to the enemy.
Parameters:
1
Message to trigger.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 4422
-
generated_army:message_on_commander_death(
messagestring
)
-
Triggers the supplied message when the commander of the army corresponding to this generated army has died. Note that the commander of the army may not be in this generated army.
Parameters:
1
Message to trigger.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 4460
-
generated_army:message_on_commander_dead_or_routing(
messagestring
)
-
Triggers the supplied message when the commanding unit within this generated army is either dead or routing. If no commanding unit exists in the generated army, this function will throw a script error.
Parameters:
1
Message to trigger.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 4491
-
generated_army:message_on_commander_dead_or_shattered(
messagestring
)
-
Triggers the supplied message when the commanding unit within this generated army is either dead or shattered. If no commanding unit is present, this function will throw a script error.
Parameters:
1
Message to trigger.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 4530
-
generated_army:message_on_under_attack(
messagestring
)
-
Triggers the supplied message when any of the units in this generated army come under attack.
Parameters:
1
Message to trigger.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 4569
-
generated_army:message_on_alliance_not_active_on_battlefield(
messagestring
)
-
Triggers the supplied message if none of the units in the alliance to which this generated army belongs are a) deployed and b) not routing, shattered or dead
Parameters:
1
Message to trigger.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 4601
-
generated_army:message_on_victory(
messagestring
)
-
Triggers the supplied message if this generated army wins the battle.
Parameters:
1
Message to trigger.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 4661
-
generated_army:message_on_defeat(
messagestring
)
-
Triggers the supplied message if this generated army loses the battle.
Parameters:
1
Message to trigger.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_generated_battle.lua, line 4680