The if_player_is_targeting mission scripting condition tests if the weapons officer on a player ship has a lock on the named object.
Attribute
|
Valid Values
|
Optional?
|
Description
|
player_name |
text |
Optional. Use at most one of the following: player_name, player_slot, OR use_gm_selection. If all three are absent, the ship in player slot 0 is tested. |
The name of the player ship to test. If no ship exists with the indicated name, the ship in player slot 0 is tested. This attribute was added in Artemis v2.4. |
player_slot |
0-7 (corresponds to the 8 player ships allowed in the game) |
The ship number of the player ship to test. This attribute was added in Artemis v2.7.5. |
use_gm_selection |
anything |
Use this attribute to use the game master's selected player ship. (This will fail if the selected object isn't a player ship.) This attribute was added in Artemis v2.7.5. |
name |
text |
You only need to use one, either name, OR target_slot.
|
The name of the target. |
target_slot |
0-7 (corresponds to the 8 player ships allowed in the game) |
The player ship slot of the target. This attribute was added in Artemis v2.7.5. |
To force testing a specific player ship that might or might not exist, this command must be paired with if_exists. For example:
<if_exists name="Intrepid" />
<if_player_is_targeting player_name="Intrepid" name="X01" />
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