AirMech Wiki

Events[]

Events tell your scripts when to do things. Events can be triggered by timers, AirMechs, structures, units, and player inputs. Events can be enabled or disabled at the start, and toggled by other scripts during play.

Actions[]

Actions are broken into two sections, Conditions and Commands. At least one Event is required to trigger the first Action, but Actions can also trigger other Actions.

Conditions[]

Conditions are not required for your action to be executed, however, they can be used to check for a variety of things, such as Airmech Mode, Outpost status, player stats, unit stats, and more.

If all conditions in an action have their requirements met, the Commands will be executed.

Condition Information
Condition Type Description Example
Airmech - Checks whether or not a specific Airmech is of one of the following: In Air Mode, Is Alive, In Location, Is Type - Check whether a Player has entered a specific location on the map and spawn a hard enemy for them to fight
Outpost - Checks whether or not a specific Outpost is controlled by a specific team - Check if an important Outpost gets captured for the first time, and trigger an action to increase upkeep for whichever team captured it first
Player - Compares either Credits, Upkeep, Energy, or Health of a specific Player with a variable or literal number using Equal, Not Equal, Less Than, Greater Than. - Check if Upkeep is equal to a certain amount, and if not, trigger an action to set it to that amount.
Fort - Checks whether or not a specific Fortress is alive

- Compares Health of a specific Fortress with a variable or literal number using Equal, Not Equal, Less Than, Greater Than.

- Check if a Fortress gets destroyed or reaches a certain Health percentage, and trigger an action to play a warning sound
Unit - Checks if a unit is In Location, Is Alive, Is Type, On Team, Is Enemy

- Has a true/false argument

- Check if a specific unit type (such as Creeps) have entered a specific location, and triggers an event to kill them (essentially disabling Fortress Creep spawns).
Variable - Checks if a variable is equal to something, this depends on what type of variable is being looked at. - Check if a variable that stores a certain unit type is in a certain position, and trigger an action to kill only that units in that variable/unit type.

Commands[]

Commands can do many things, such as spawning or killing units in a certain location, running another action or event, controlling what the player can do (shoot, transform, earning credits/experience, etc.), triggering certain game events (not to be confused with a script event) or playing sound.

Command Examples
Command Type Description Example
Action - Lets you either Run or Enable/Disable another action - After this action is triggered, disable another looping action
Control - Lets you control (turn on or off) the following player capabilities and resources: Unit Building, Earn Credits, Earn Experience, Unit Ordering, Transforming, Firing, Abilities, Energy Regen, and Health Regen

- Also lets you enable or disable AI of specific Airmechs

- After this action is triggered, disable unit building, forcing the Player to use units that you have given them.
Event - Enables or disables an Event - Once this action is triggered, disable a looping event
Game - Allows you to trigger game events

- Endgame: trigger either a victory or defeat - Message: Outputs a message to all players - Move Location: Moves a location to target location - Play Sound: Play a sound which you select - Style: Changes the game style (Versus, Survival, Patrol, Pilot) - Wait: Adds a delay before executing the next command in an action - Pilot Dialogue: Plays a voice line from selected pilot - Pause Map: Pauses the game timer

- Trigger action at the start of the game, send message which details map objectives

- Play a sound when Fortress health is below 50%

Player - Allows you to set the following Player stats: Experience, Credits, Energy, Health, Upkeep

- Also lets you revive the player using the Revive option

- Trigger this action after Player completes a certain objective and increase player Upkeep and Credits
Unit - Lets you Kill, Order, or spawn Units, as well as manage their health

- Also lets you trigger an event for each unit in a specific location

- Kill units if they enter a specific location
Variable - Lets you change the value of a variable - Add a value to a variable which then triggers another action

Variables[]

There are 5 variable types that each have different use cases, mostly used for meeting conditions.

Numeric[]
  • Lets you to store a numerical value (ex: 9) which can then be used for something like meeting a condition.
Owned Team[]
  • Lets you assign a team to a variable, which can be used to check if a unit's team is equal to the team stored on said variable.
Unit[]
  • Lets you assign a specific unit to a variable, which then can be used for condition checks and specific actions.
Unit Type[]
  • Lets you assign a specific unit type to a variable, which then can be used for condition checks and specific actions.
Unit Group[]
  • Lets you assign a group of units to a variable, which then can be used for condition checks and specific actions.

Tutorials[]

Basic Scripting Example https://www.youtube.com/watch?v=Z0sJJQOqcNY

Scripting Example/Import Maps[]

Here you will find (usually empty) maps with custom scripts applied. You can look at the scripting for reference, or import the scripts directly into your map.

Void Units by Overkill2142

Boss Units by Overkill2142

Survival Units by Overkill2142

Neutral Units by Overkill2142