DMX cues are configured in the DMXCommands.xml file in your installed /dat directory. There are two types of cues: states and events.
States are things that can be on or off. When the state is no longer true, any associated DMX command stops being sent, and the relevant channels revert to the next highest priority command for that channel (typically NORMAL_CONDITION_1). States typically use continuous="yes" in the DMXcommands.xml file.
Events are instantaneous. If continuous="yes" is used in the DMXcommands.xml file, and nothing else changes the value of any associated channels, the effect will never terminate until the game is over, and the event will not be triggered again if the channel value is unchanged. Hence usually continuous="yes" should not be used with events, only states.
When more than one cue is active with effects on the same channel, the last one listed in your DMXcommands.xml file wins. So for example, to get ENERGY_20, ENERGY_40, ENERGY_60, ENERGY_80, and ENERGY_100 to apply effects on the same light, you must list them in reverse order (i.e., with ENERGY_20 last). The effects will then properly stack and unstack as energy is gained and lost. This also means you have complete control over the precedence of any two events you stack on the same DMX device. Another corollary is that the first cue in your file should be NORMAL_CONDITION_1 since anything above it will be ignored for any channel set in NORMAL_CONDITION_1.
The table below lists all the DMX cues Artemis supports natively. (The Artemis Bridge Tools mod adds support for many additional cues, see the table on its web site for the list of them.)
Category |
Event Tag |
Type |
Added in Version |
Notes |
General |
NORMAL_CONDITION_1 |
State |
1.7 |
Typically used to set a default value of all channels used by other states. On the server, this starts when a game begins and stops when that game is over. On any main screen client, this starts when Ready To Play is clicked, and isn't cleared after that.
|
|
ENERGY_20 |
State |
2.0 |
Set when energy goes < 200, cleared when energy >= 200. Normally this should be placed after ENERGY_40 when both affect the same channels. |
|
ENERGY_40 |
State |
2.0 |
Set when energy goes < 400, cleared when energy >= 400. Normally this should be placed after ENERGY_60 when both affect the same channels. |
|
ENERGY_60 |
State |
2.0 |
Set when energy goes < 600, cleared when energy >= 600. Normally this should be placed after ENERGY_80 when both affect the same channels. |
|
ENERGY_80 |
State |
2.0 |
Set when energy goes < 800, cleared when energy >= 800. Normally this should be placed after ENERGY_100 when both affect the same channels. |
|
ENERGY_100 |
State |
2.0 |
Set when energy goes < 1000, cleared when energy >= 1000. Does NOT trigger until having reached or exceeded 1000 once game starts (e.g., if you do not top off to start the game, the state will not trigger, even if at 0 energy, until you top off above 1000). |
|
ENERGY_200 |
State |
2.0 |
Set when energy goes < 200, simultaneous with setting ENERGY_20.
Cleared when energy >= 200, simultanous with clearing ENERGY_20.
Also seems to be set at start of game (which appears to be a bug) simultaneous with setting ENERGY_100.
Sometimes (unknown why) temporarily cleared for 31 milliseconds before resuming.
|
|
ENERGY_LOW |
State |
2.0 |
Set when energy goes < 30% (or 300?), cleared when energy >= 30% (or 300?). |
|
PLAYER_SHIELDS_RAISED |
Event |
2.0 |
Use an effect that lasts mseconds="1500" for the same duration as audio effect. Normally this should be placed after PLAYER_SHIELDS_ON when both affect the same channels, since both will be triggered at the same time. |
|
PLAYER_SHIELDS_ON |
State |
1.7 |
|
|
PLAYER_SHIELDS_LOWERED |
Event |
2.0 |
Use an effect that lasts mseconds="1500" for the same duration as audio effect
|
|
|
|
|
|
Helm |
HELM_IN_REVERSE |
State |
2.0 |
|
|
START_DOCKING |
Event |
2.0 |
|
|
TRACTORED_FOR_DOCKED |
State |
1.7 |
|
|
COMPLETELY_DOCKED |
State |
1.7 |
|
|
ENTERING_NEBULA |
Event |
2.0 |
Normally this should be placed after WITHIN_NEBULA when both affect the same channels, since both will be triggered at the same time. |
|
WITHIN_NEBULA |
State |
2.0 |
|
|
EXITING_NEBULA |
Event |
2.0 |
|
|
JUMP_INITIATED |
Event |
2.0 |
|
|
JUMP_EXECUTED |
Event |
2.0 |
|
|
JUMP_FIZZLED |
Event |
2.0 |
Triggered when you lack the power to complete a jump |
|
ITEM_COLLECTED |
Event |
2.2 |
Assumed Event, needs confirmation. Unknown when this triggers. Does not appear to be triggered when picking up an upgrade, nor when doing a mission with a "transfer complete". |
|
|
|
|
|
Weapons |
ANY_TUBE_EMPTY |
State |
2.1.1 |
Set while any tube is empty. Clear while all tubes are occupied (including being loaded or unloaded). |
|
ANY_TUBE_READY_TO_FIRE |
State |
2.1.1 |
Set while any tube is ready to fire. Clear while all tubes are either empty or in the process of being loaded or unloaded. |
|
NUKE_READY_TO_FIRE |
State |
2.1.1 |
|
|
TORP_HOMING_FIRED |
Event |
2.1.1 |
|
|
TORP_NUKE_FIRED |
Event |
2.1.1 |
|
|
TORP_MINE_FIRED |
Event |
2.1.1 |
|
|
TORP_EMP_FIRED |
Event |
2.1.1 |
|
|
TORP_PSHOCK_FIRED |
Event |
2.7.0 |
|
|
TORP_BEACON_FIRED |
Event |
2.7.0 |
|
|
TORP_PROBE_FIRED |
Event |
2.7.0 |
|
|
TORP_TAG_FIRED |
Event |
2.7.0 |
|
|
LOADING_TUBE |
Event |
2.1.1 |
|
|
LOADING_TUBE1 |
Event |
2.1.1 |
Bugs in Artemis SBS. These four events work the same as LOADING_TUBE and trigger regardless of which tube is being loaded. (If the Artemis Bridge Tools mod is installed, these cues work as expected, triggering when the indicated tube is being loaded.) |
|
LOADING_TUBE2 |
Event |
2.1.1 |
|
LOADING_TUBE3 |
Event |
2.1.1 |
|
LOADING_TUBE4 |
Event |
2.1.1 |
|
FINISHED_LOADING_TUBE1 |
Event |
2.1.1 |
|
|
FINISHED_LOADING_TUBE2 |
Event |
2.1.1 |
|
|
FINISHED_LOADING_TUBE3 |
Event |
2.1.1 |
|
|
FINISHED_LOADING_TUBE4 |
Event |
2.1.1 |
|
|
UNLOADING_TUBE |
Event |
2.1.1 |
|
|
UNLOADING_TUBE1 |
Event |
2.1.1 |
Bugs in Artemis SBS. These four events work the same as UNLOADING_TUBE and trigger regardless of which tube is being unloaded. (If the Artemis Bridge Tools mod is installed, these cues work as expected, triggering when the indicated tube is being unloaded.) |
|
UNLOADING_TUBE2 |
Event |
2.1.1 |
|
UNLOADING_TUBE3 |
Event |
2.1.1 |
|
UNLOADING_TUBE4 |
Event |
2.1.1 |
|
FINISHED_UNLOADING_TUBE1 |
Event |
2.1.1 |
|
|
FINISHED_UNLOADING_TUBE2 |
Event |
2.1.1 |
|
|
FINISHED_UNLOADING_TUBE3 |
Event |
2.1.1 |
|
|
FINISHED_UNLOADING_TUBE4 |
Event |
2.1.1 |
|
|
|
|
|
|
Engineering |
DAMCON_CASUALTY |
Event |
2.0 |
|
|
JUST_KILLED_DAMCON_MEMBER |
Event |
2.0 |
Triggered when the Engineer kills a DAMCOM team member due to overheating a system. This is NOT triggered when DAMCON_CASUALTY is triggered as a result of taking damage. |
|
|
|
|
|
Comms |
RED_ALERT |
State |
1.7 |
|
|
|
|
|
|
Damage |
SOMETHING_HITS_PLAYER |
Event |
1.7 |
|
|
COLLISION_HITS_PLAYER |
Event |
2.0 |
|
|
DRONE_HITS_PLAYER |
Event |
2.0 |
|
|
MINE_HITS_PLAYER |
Event |
2.0 |
|
|
NPC_BEAM_HITS_PLAYER |
Event |
2.0 |
|
|
PLAYER_BEAM_HITS_PLAYER |
Event |
2.0 |
|
|
TORPEDO_HITS_PLAYER |
Event |
2.0 |
|
|
LIGHTNING_HITS_PLAYER |
Event |
2.0 |
Triggered when the ship is attacked by a Space Monster. |
|
FRONT_SHIELD_LOW |
Event |
2.0 |
|
|
REAR_SHIELD_LOW |
Event |
2.0 |
|
|
PLAYER_TAKES_FRONT_SHIELD_DAMAGE |
Event |
2.0 |
|
|
PLAYER_TAKES_REAR_SHIELD_DAMAGE |
Event |
2.0 |
|
|
PLAYER_TAKES_INTERNAL_DAMAGE |
Event |
2.0 |
|
|
PLAYER_TAKES_SHIELD_DAMAGE |
Event |
2.0 |
|
|
SHIP_DAMAGE_20 |
State |
1.7 |
Set whenever >=20% of system/hallway nodes are damaged. Not triggered by overheat damage. |
|
SHIP_DAMAGE_40 |
State |
1.7 |
Set whenever >=40% of system/hallway nodes are damaged. Not triggered by overheat damage. Normally this should be placed after SHIP_DAMAGE_20 when both affect the same channels. |
|
SHIP_DAMAGE_60 |
State |
1.7 |
Set whenever >=60% of system/hallway nodes are damaged. Not triggered by overheat damage. Normally this should be placed after SHIP_DAMAGE_40 when both affect the same channels. |
|
PLAYER_DESTROYED |
Event |
2.0 |
Set whenever >= ~70% of system/hallway nodes are damaged. Not triggered by overheat damage.
|
|
SELF_DESTRUCTED |
Event |
2.0 |
|
|
|
|
|
|
Game |
WAR_TURN_WARNING
|
Event |
2.2
|
Assumed Event, needs confirmation. Probably triggered when a War Turn is ended, giving players a cue to leave the map they are currently in. |
|
GAME_OVER |
Event |
2.0 |
Triggered at the end of the game, but ONLY on main screen clients for ships other than Artemis. This is NOT triggered on the server at the end of the game when NORMAL_CONDITION_1 ends and all channels are reset to 0.
|
Comments (6)
Longbowman said
at 1:51 pm on Aug 26, 2013
Mark, thank you so much for putting these up here!
I am hoping that what you have helped me with in coding can be simply copy and pasted into 2.0 and worked into other triggers! I assume that coding questions should be relegated to the Artemis forums instead of here. Thanks!
Deane Geiken
MarkBell said
at 7:39 am on Sep 5, 2013
Yep! All the 1.7 DMX cues are the same in 2.0, there's just more to trigger on. Any DMX code questions should probably be put on the Example DMX Declaration page, or maybe the DMX FAQ page.
MarkBell said
at 8:59 am on Jun 13, 2014
New cues for 2.1.1!
MarkBell said
at 10:38 am on May 26, 2015
Please keep all cues on this page for cues that the game natively supports.
Dave Thaler said
at 11:46 am on May 26, 2015
Sure thing, put others on the tool's web site.
MarkBell said
at 11:51 am on May 26, 2015
You could make a page on the wiki for the DMX Tools as well, if you wanted - there's a page for the Mod Loader which has a DMX tool built in.
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