Guide
- The Main Page
- Information
- About the Guide
Gives an overview of what each major section of the guide is about
- Acknowledgements
A big thanks to all those who have contributed their knowledge and time in making this guide and mod possible!
- About the Guide
- FAQ
Everything you ever wanted to know about Fleet Operations
- Fleet Ops vs. Armada II
Describes how Fleet Ops differs from Stock Armada II
- Gameplay and Features
Features you think are missing? Where is warp?
- Factions FAQ
Why is the Galaxy Class so rare, where are the Cardassians, and other popular questions
- Technical FAQ
Questions about installing, problems and development
- Modding and Miscellaneous
About modding, maps and other miscellaneous topics
- Gaming Jargon
Clarifies some of the common abbreviations and terminology used by Fleet Ops players in the forums and online
- Fleet Ops vs. Armada II
- Basics
- Etiquette
Lists the current exploits/bugs and how to be a friendly gamer
- Game Setup
Describes differences between Instant Action and Multiplayer game setup and the features available in both
- In-Game Options
Describes how to use the in-game Communications Menu in order to initiate trading (resources and vessels) and how allegiances work in Alliance games
- In-Game Options
- Avatars
Contains a list of the in-game Fleet Operations' avatars and the bonuses they offer
- Mixed-Tech and Terrain
Describes the types of nebulae and how Mixed-Technology functions
- Economy
Describes the optimum mining layout for each faction, how decommissioning works, and a bit of story behind each resource
- Damage System
Explains what the Offensive, Defensive, and System Values mean as well as the effects of weapon type, passive abilities, ship size and ship type
- Upgrade System
Explains ship/station refitting and the experience system
- Using Hotkeys
Describes all the useful hotkeys for structures and fleet usage as well as picture/video taking
- Vessel Management
Basic tips for managing your ships and fleets
- Singleplayer Cheats
Kobayashi Maru situation in Instant Action? What would Kirk do...
- Etiquette
- Strategy
- General Strategies and Tactics
Explains a variety of strategies, tactics and tips that are not specific to a particular faction
- Cooperative Multiplayer
Gives tips on how to be a good teammate, common mistakes and how to remedy them, as well as describing multiplayer specific options
- The Borg Collective
Gives an overview of the particulars that make this faction unique as well as general tips for the faction
- Borg Unit Analysis
Lists unit counters, explains the role of each unit, the passives and special abilities of popular module configurations, and the Transmission Matrix's Collective Features
- Directive: Optimize
Describes the most efficient 1v1 strategies for this avatar (can also work for cooperative multiplayer matches)
- Directive: Assimilate
Describes the most efficient 1v1 strategies for this avatar (can also work for cooperative multiplayer matches)
- Mixed-Tech Analysis
Lists mixed-tech unit counters, explains the role of each mixed-tech unit and their passives and special abilities
- Borg Unit Analysis
- The Dominion
Gives an overview of the particulars that make this faction unique as well as general tips for the faction
- Dominion Unit Analysis
Lists unit counters, explains the role of each unit and their passives and special abilities
- Puretech
Describes the most efficient 1v1 strategies for this avatar (can also work for cooperative multiplayer matches)
- Alliance - Breen
Describes the most efficient 1v1 strategies for this avatar (can also work for cooperative multiplayer matches)
- Mixed-Tech Analysis
Lists mixed-tech unit counters, explains the role of each mixed-tech unit and their passives and special abilities
- Dominion Unit Analysis
- The Federation
Gives an overview of the particulars that make this faction unique as well as general tips for the faction
- Federation Unit Analysis
Lists unit counters, explains the role of each unit and their passives and special abilities
- Admiral Mayson
Describes the most efficient 1v1 strategies for this avatar (can also work for cooperative multiplayer matches)
- Admiral Risner
Describes the most efficient 1v1 strategies for this avatar (can also work for cooperative multiplayer matches)
- Mixed-Tech Analysis
Lists mixed-tech unit counters, explains the role of each mixed-tech unit and their passives and special abilities
- Federation Unit Analysis
- The Klingon Empire
Gives an overview of the particulars that make this faction unique as well as general tips for the faction
- Klingon Unit Analysis
Lists unit counters, explains the role of each unit and their passives and special abilities
- TaQ'roja
Describes the most efficient 1v1 strategies for this avatar (can also work for cooperative multiplayer matches)
- Chancellor Martok
Describes the most efficient 1v1 strategies for this avatar (can also work for cooperative multiplayer matches)
- Mixed-Tech Analysis
Lists mixed-tech unit counters, explains the role of each mixed-tech unit and their passives and special abilities
- Klingon Unit Analysis
- The Romulan Star Empire
Gives an overview of the particulars that make this faction unique as well as general tips for the faction
- Romulan Unit Analysis
Lists unit counters, explains the role of each unit and their passives and special abilities
- General Helev
Describes the most efficient 1v1 strategies for this avatar (can also work for cooperative multiplayer matches)
- General Mijural
Describes the most efficient 1v1 strategies for this avatar (can also work for cooperative multiplayer matches)
- Mixed-Tech Analysis
Lists mixed-tech unit counters, explains the role of each mixed-tech unit and their passives and special abilities
- Romulan Unit Analysis
- General Strategies and Tactics
- Getting Online
- An Introduction
Explains the most popular methods of playing Fleet Ops online and the effects of routers/firewalls
- Gamespy and Manual IP
Gives the ports needed for Manual IP if using a router, and explains the integrated Gamespy 'feature' (it's not a bug!)
- TeamSpeak
Gives information necessary to use the Teamspeak server available for Fleet Ops' players
- Using Hamachi
Explains the advantages and troubleshooting associated with this VPN program
- An Introduction
- Cooperative Multiplayer
- Replay Making
An in-depth description of the tips and tricks involved in making a replay
- Tournaments
Contains information about upcoming Fleet Operations tournaments
- Replay Making
- Map Editing
- Introduction to the Map Editor
Explains how to navigate through the Map Editor, hotkeys, how to create a minimap, and how to save maps
- Making a Map
Explains how to use all of the Map Editor's settings and features and some of the big no-no's
- Map Design
Describes how to use the features of the Map Editor to create a fun, balanced, and replayable map for the chosen style of play
- Advanced Techniques / Considerations
Gives further explanation as to how to arrange map objects (and how many objects to use) and choose map size to create balanced, fun, and replayable maps
- Advanced Techniques / Considerations
- Introduction to the Map Editor
- Modding
- Directory Organization and Introduction
Gives a cursory overview of each section of the Fleet Ops installation, as well as providing modding information for sections not covered in the rest of the modding guide
- Modification Modules
Fleet Operations only. An introduction to the Modification Module system, including manipulation of the mod manager and ODF.fpq archive
- Module Settings
Describes how to set up additional features for a modification using an info.ini file
- Module Settings
- Visuals and Effects
- Shell Bitmaps
- Models and Textures
Explains how to add glows, alpha channels, and how to use the 3dsMax SOD Exporter
- Sprites
Explains where to find and how to edit buttons, wireframes, and background images
- Sound Editing
Explains how to add in and modify sound entries for units and events
- Editing Tooltips
Describes how to get in-game text and values and thus edit the Dynamic_Localized_Strings.h
- Editing Hotkeys
Explains where to find hotkey entries and how to edit them
- Editing Hotkeys
- Units
- Artificial Intelligence
Explains how to manipulate and debug the AI
- Technology Trees
Explains how to edit the techtree files
- XML Format
Fleet Operations 4.0 only. Documentation for the greatly enhanced XML Techtrees
- XML Format
- RTS Configuration Elements
Complete list and description of all RTS_CFG.h commands in Armada II and Fleet Operations
- Artificial Intelligence
- ODF Files
Describes ODF folder layout and Fleet Operations packing
- ODF Commands
Complete list and description of all ODF commands in Armada II and Fleet Operations
- Explosion
Explosion Class ODF commands
- FireballExplosion
- RumbleExplode
Fleet Operations only
- RumbleExplode
- ShockwaveExplosion
- FireballExplosion
- GameObject
GameObject Class ODF commands
- ConstructionObject
- Craft
Modified in Fleet Operations
- CargoShip
- Colony
- Freighter
- Fighter
Fleet Operations only
- MineArray
- Producer
Modified in Fleet Operations
- ConstructionRig
- Evolver
- MiningStation
- Planet
- ResearchStation
Modified in Fleet Operations
- Shipyard
Modified in Fleet Operations
- PlanetMiningBase
- RepairShip
Modified in Fleet Operations
- ResearchPod
Modified in Fleet Operations
- SensorArray
- Scavenger
- PlanetShield
- TerrainObject
TerrainObject ODF commands
- Ordnance
Ordnance Class ODF commands
- Beam
Beam ODF commands
- BorgBore
- BorgEnergyEmitter
- ClairvoyantLink
- Clairvoyance
- ColonizingBeam
- ContainBreach
- FedShieldEmitter
Modified in Fleet Operations
- HoloEmitter
- HoloGenerator
- MiningBeam
- Phaser
- UniBeam
Fleet Operations only
- UniBeam
- PlasmaOverdrive
- PositronicJammer
- PsionicDisruption
- PsionicInsanity
- PsychonicBlast
- RomulanSpy
- ShieldRemodulation
- ShieldGenDisruptor
- TransientRift
- UtritiumBeam
- WarpCoreOverload
- BeamToggle
BeamToggle ODF commands
- BlackHoleCreator
- Bullet
Bullet ODF commands
- CloakDetector
Fleet Operations only
- DeathChant
- FedRepairTeam
- FluxWave
- Mine
Mine ODF commands
- Missile
Missile ODF commands
- NebulaCreator
- PointDefenseLaserBeam
- RepulsionWave
- TemporalDisplacement
- Beam
- Weapon
Weapon Class ODF commands
- AgentSaboteur
Fleet Operations only
- AreaEffectMissile
- Cannon
- CannonImp
Fleet Operations only
- TargetOnlyNebulae
- TransientRiftWeapon
- CannonImp
- CloakingDevice
- PhaseCloakDevice
- CloakingDeviceImp
Fleet Operations only
- CloakingDeviceImp
- PhaseCloakDevice
- CloakingDeviceControl
Fleet Operations only
- DetectCloak
- DetectorWeapon
Fleet Operations only
- Drones
- FusingWeapon
- Launcher
- MineLayer
- NebulaGeneration
- PointDefenseLaser
- OrdnanceDefenseWeapon
Fleet Operations only
- OrdnanceDefenseWeapon
- QuantumEffect
- RamWeapon
Fleet Operations only
- RangedObjectAffector
- ReflectWeapon
- RegenerationWeapon
- RepairWeapon
Fleet Operations only
- ReplaceWeapon
Fleet Operations only
- ResourceWeapon
Fleet Operations only
- SelfDestruct
- SeparatingWeapon
- SleeperAgent
Fleet Operations only
- SpeedBoost
- TechAssimWeapon
- ToggleWeapon
- AreaEffectCannon
Modified in Fleet Operations
- BioPulse
- HoloGenWeapon
- AreaEffectCannon
- TranswarpConduit
- UtilityWeapon
Fleet Operations only
- WormholeGenerator
- AgentSaboteur
- Configuration Files
ODF configuration files and associated commands
- Admiral's Log Configuration
- AllCommands Configuration
- Audio Configuration
- BuildYard Configuration
Fleet Operations only
- Button Configuration
- Faction Configuration
Modified in Fleet Operations
- Light Configuration
- LoadingScreen
Fleet Operations only
- MapEditor Configuration
- Physics Configuration
- Races Configuration
- Resource Configuration
- Stars Configuration
- TeamColor Configuration
- TechLevel Configuration
- TooltipDelay Configuration
- Explosion
- Tutorials
- Templates
Explains how to use the templates
- Button Templates
Provides blank avatar and build buttons
- Ship ODF Template
Provides a code-commented blank template to create new vessel ODFs
- Beam Weapon Ordnance ODF
Provides a code-commented blank template to create a beam weapon ordnance ODF
- Beam Weapon ODF Template
Provides a code-commented blank template to create a beam weapon ODF
- Faction ODF
Provides a code-commented blank template to create a faction ODF
- Stock Armada II Sprites
Provides a zipped file of all the Stock Armada II sprites to make it easier to add in Stock Armada II ships/stations/weapons into Fleet Ops
- Unit Values Calculator
Provides an excel tool that enables the calculation of approximate offensive, defensive, system values and almost all associated values
- Button Templates
- Ship / Station ODF Breakdown
Gives an introduction to station ODFs and describes what each line is used for in the Saber's ship, weapon, and ordnance ODFs
- Adding a Ship / Station
Describes all the necessary steps to add a vessel or station into Fleet Ops
- Adding a Faction
Discusses the fundamentals of creating a new faction / npc
- Converting Stock Mods
- Tips and Tricks
Contains eclectic bits of modding advice that are either too broad to apply to a single section or don't easily fit in with any other section
- Bug / Crash Checklist
Provides a list of bugs and crashes that you may encounter and what they may be caused by
- Templates
- Miscellaneous
- Modding Guidelines
A quick list of guidelines to follow when modifying the Fleet Operations conversion
- External Modding Resources
Gives a list of resources (and mods used in this section) that are helpful when modding your installation
- FO ODF Nomenclature
Explains Fleet Ops naming conventions for the ODFs
- Modding Guidelines
- Megadroid's Mission Mod
- Getting Started
Download links and a guide to getting started with MMM
- Structure
Explanation of how the file structure of MMM is organised
- API Reference
Classes that can be accessed from your Lua scripts
- Glossary
Details of categories and terms used throughout the class reference.
- Entity Types
All Entity, derived and related types.
- AntimatterMine
Mines that explode
- AreaEffectObject
Base type for objects that affect an area, rather than a point
- Artillery
Artillery ordnance type
- AsteroidField
Map asteroid belts
- BackgroundObject
Base class for background detail
- BackgroundPlanet
Non-colonizable background detail planets
- Beam
Base class for all beam weapons
- BeamToggle
Base class for continuous fire beam weapons
- BlackHole
Black hole map object
- BuildQueue
Items queued to build by a Producer
- Instance Functions
Functions that are used with a BuildQueue instance.
- clear( )
Remove all items from the queue
- complete( )
Complete the current build item
- pop( )
Remove the item at the front of the queue
- push( odf )
Add an item to the end of the queue
- remove( index )
Remove the item at an index
- clear( )
- Instance Functions
- Bullet
Base class for all types of bullet
- CargoShip
Cargo ships used to trade between trading stations
- Colony
Colony ships
- ConstructionObject
An Entity being constructed by a builder
- ConstructionRig
Construction ships
- Craft
Base class for ships and stations
- Enumerations
Enumerations that are part of the Craft class.
- AlertState
Different alert stages for craft.
- MovementAutonomy
Describes how Craft will move in reaction to enemies.
- System
Craft system
- WeaponAutonomy
Control Craft AI usage of specials
- AlertState
- Instance Functions
Functions that are used with a Craft instance.
- explode( )
Blow up the damn ship!
- explode( )
- Enumerations
- CraftSystem
A system (weapons, engine etc)
- Entity
Base type for all world objects
- Static Functions
Functions that are called without an instance of the Entity class.
- add( odf, player, position )
Add a new Entity
- add( odf, playerNumber, position )
Add a new Entity
- remove( entity )
Remove an Entity
- add( odf, player, position )
- Instance Functions
Functions that are used with an Entity instance.
- isType( entityType )
Check to see if an Entity is of a specific type
- replace( odf )
Replace this entity with a new ODF
- canPlayerSee( player )
Check if a player can see this entity
- hook( id, hookType, table, func, arg )
Register to be notified about changes in this entity
- unhook( id )
Remove a hook function from the Entity.
- unhook( hook )
Remove a hook function from the Entity.
- isType( entityType )
- Enumerations
Enumerations that are part of the Entity class.
- Type
Entity type identifiers
- Type
- Static Functions
- EntityHook
Hook type used by Entity.
- Enumerations
Enumerations that are part of the EntityHook class.
- Type
Points that Entity hooks can be called at.
- Type
- Enumerations
- Evolver
Transforms in-place
- Explosion
Base type for explosions
- Freighter
Mining freighters
- Instance Functions
Functions that are called without an instance of the Freighter class.
- getMaxAmount( resource )
Get the maximum of a resource carryable
- getMaxAmount( resource )
- Instance Functions
- GameObject
Subclass of Entity - base class for non temporary Entities
- Instance Functions
Functions that are used with a GameObject instance.
- cloak( )
Cloak the GameObject; will only work if there is a cloaking device available.
- decloak( )
Decloak the GameObject; will only work if there is a cloaking device available
- immediateCloak( )
Cloak the GameObject, skipping the cloaking cycle; will only work if there is a cloaking device installed.
- giveOrder( order, position )
Give a command to a GameObject with a Vector parameter
- giveOrder( order, entity )
Give a command to the GameObject, with an Entity parameter
- giveOrder( order, odf, position )
Give a command to the GameObject with an ODF and position parameter
- giveOrder( order, number )
Give a command to this GameObject using a number as the parameter
- giveOrder( order )
Give an order with no parameter
- addWeapon( odf )
Add an extra weapon to this GameObject
- cloak( )
- Enumerations
Enumerations that are part of the GameObject class.
- Order
Commands for GameObjects
- Order
- Instance Functions
- GravityMine
Tracking mines that attach
- IonStorm
Ion Storm terrain object
- Enumerations
Enumerations that are part of the IonStorm class.
- State
Different phases of Ion Storms
- State
- Enumerations
- LatinumNebula
Latinum nebula as seen in stock
- Mine
Base type for Mines
- Enumerations
Enumerations that are part of the Mine class.
- State
States for mine ordnance
- State
- Enumerations
- MineArray
Autonomous Mine units
- Enumerations
Enumerations that are part of the MineArray class.
- State
Behaviour states of mine turrets
- State
- Enumerations
- MiningStation
Resource mining drop-off points
- Instance Functions
Functions that are used with a MiningStation instance.
- buildFreighter( )
Spawn the default freighter (if available)
- buildFreighter( )
- Instance Functions
- Missile
Base type for all missiles
- Nebula
Nebulas in the game world
- Ordnance
Base class for all ordnance (projectiles, beams and so on)
- OrdnanceDamage
Damage properties for Ordnance.
- Enumerations
Enumerations that are part of the OrdnanceDamage class.
- DamageFlags
Damage modes for OrdnanceDamage
- DamageFlags
- Enumerations
- OrientedQueue
A queue with a direction
- Phaser
The most commonly used type of beam weapon
- PhotonTorpedo
Photon torpedos
- Planet
Armada 2 colony planets
- Enumerations
Enumerations that are part of the Planet class.
- PopulationLevel
Level of civilian population on Planets
- PopulationLevel
- Enumerations
- PlanetMiningBase
Mining station attached to a Planet
- Producer
Entities that can make other entities
- PulsePhaser
Pulse based weapons
- Queue
Entities in line to do something
- RepairShip
Ships with repair capabilities
- ResearchPod
Pod used for research
- ResearchStation
Used to research through pods
- Resources
Resources held by an Entity
- Enumerations
Enumerations that are part of the Resources class.
- Type
Different types of Resource
- Type
- Enumerations
- ResourceInterface
Class that resource holding classes inherit
- ResourceTransferInterface
Used by things that can have ships dock with them
- Scavenger
Used by the Ferengi marauder
- Scrap
Resource moons
- SensorArray
Turrets
- Shipyard
Can build and repair ships
- SplineQueue
Specialised queue
- Starbase
Starbases
- TerrainObject
Base class for terrain features
- TradingStation
A2 Trading stations
- Enumerations
Enumerations that are part of the TradingStation class.
- DockingState
State of loading and unloading of docked ships
- DockingState
- Enumerations
- UtritiumBall
UtritiumBall terrain object
- Wormhole
Map wormhole properties
- Enumerations
Enumerations that are part of the Wormhole class.
- State
Different stages of Wormhole activity
- State
- Enumerations
- AntimatterMine
- Class Definitions
Definitions (map to ODFs)
- GameObjectClass
Definition of GameObject types.
- GameObjectClass
- Helpers
Classes used to make mission scripting easier
- Debug
Functions to aid in debugging missions
- Instance Functions
Functions that are used with a Debug instance.
- createConsole( )
Create a debug console window
- connect( address )
Connect to the MMM Remote Debugger tool
- disconnect( )
Disconnect from the MMM Remote Debugger tool
- getKeyState( key )
Check to see if a key is currently being pressed
- createConsole( )
- Instance Functions
- EntityFinder
Search for Entities
- Constructors
Constructors for the EntityFinder class.
- EntityFinder( finder )
Create a new EntityFinder with a single condition object
- EntityFinder( finders )
Create a new EntityFinder with multiple condition objects
- EntityFinder( function )
Create a new EntityFinder with a single condition function
- EntityFinder( functions )
Create a new EntityFinder with multiple condition functions
- EntityFinder( finder )
- Instance Functions
Functions that are used with a EntityFinder instance.
- find( )
Find all matching entities
- find( max )
Find up to a maximum number of entities
- findOne( )
Find the first matching entity
- find( )
- Constructors
- Monitor
Monitor a condition
- Constructors
Constructors for the Monitor class.
- Monitor( id, initialState, table, func, arg )
Create a new Monitor
- Monitor( id, initialState, table, func, arg )
- Static Functions
Functions that are called without an instance of the Monitor class.
- find( id )
Find a Monitor by id
- getAll( )
Get all active Monitors
- stopAll( )
Stop all Monitors
- find( id )
- Instance Functions
Functions that are used with a Monitor instance.
- hook( id, type, table, func, args )
Add a hook to a condition on this Monitor
- stop( )
Stop the Monitor
- unhook( hook )
Remove the specified hook
- unhook( id )
Remove the hook with the specified id
- hook( id, type, table, func, args )
- Constructors
- Timer
Call a function at a specified interval
- Constructors
Constructors for the Timer class.
- Timer( id, interval, state )
Create a new Timer
- Timer( id, interval, state )
- Static Functions
Functions that are called without an instance of the Timer class.
- find( id )
Find a Timer by ID
- getAll( )
Get all active Timers
- stopAll( )
Stop all active Timers
- find( id )
- Instance Functions
Functions that are used with a Timer instance.
- hook( id, table, function, argument )
Add a hook functions
- start( )
Start the Timer
- stop( )
Stop the Timer
- unhook( id )
Remove a hook function from the Timer.
- unhook( hook )
Remove a hook function
- hook( id, table, function, argument )
- Enumerations
Enumerations that are part of the Timer class.
- State
What the Timer is doing
- State
- Constructors
- Hook
Base class for Hook types
- MonitorHook
Hook type used by Monitors.
- Enumerations
Enumerations that are part of the MonitorHook class.
- Type
Points that Monitor hooks can be called
- Type
- Enumerations
- TimerHook
Hook class for Timer hook functions.
- Debug
- Graphics and Sound
Classes that provide access to graphical elements
- Camera
Control the main gameplay camera
- Instance Functions
Functions that are called with an instance of the Camera class.
- center( entity )
Focus the camera on an Entity
- center( position )
Focus the camera on a world position
- center( path, index )
Focus the camera on a path
- zoom( amount )
Set the zoom level of the camera
- project( point )
Project a worldspace point into screenspace
- center( entity )
- Instance Functions
- Cineractive
Create and coordinate cinematic sequences
- Instance Functions
Functions that are used with a Cineractive instance.
- lookAt( position )
Look at a position in the game world
- lookFrom( entity )
Look from an Entity in the game world
- lookFrom( position )
Look from a position in the game world
- lookFrom( path, speed )
Look from a path (the camera will move along the path)
- setCameraOffset( offset )
Set the amount the camera position is offset from the look from location
- fadeIn( time )
Fade the screen in from black over a period of time
- fadeOut( time )
Fade the screen out to black over a period of time
- lookAt( entity )
Look at an Entity in the game world
- lookAt( position )
- Instance Functions
- Color
Colors as used by the user interface and in the 3D view
- Constructors
Constructors for the Camera class.
- Color( )
Create a new color, with all elements set to 0.
- Color( r, g, b )
Create a new Color with the specified red, green and blue components.
- Color( value )
Create a Color from a packed RRGGBB value
- Color( )
- Static Functions
Functions that are called without an instance of the Color class.
- lerp( left, right, amount )
Interpolate between two Colors
- lerp( left, right, amount )
- Operators
Operators that are used with a Color instance.
- operator + ( other )
Add a Color to this Color
- operator - ( other )
Subtract a Color from this one
- operator / ( scalar )
Divide this Color by a scalar
- operator * ( scalar )
Multiply this Color by a scalar
- operator + ( other )
- Constructors
- Media
Controls for playing sounds and movies
- Instance Functions
Functions that are called with an instance of the Media class.
- playSound( filename )
Play a sound effect
- playMusic( filename )
Play a background music track
- playMovie( filename )
Play a cinematic movie in the cinematic window
- stopMovie( )
Stop a cinematic movie that is playing
- stopSounds( )
Stops all playing sounds.
- playSound( filename )
- Instance Functions
- Camera
- Interaction
Classes used for player interaction and user experience
- Objectives
In-game objective display.
- Instance Functions
Functions that are used with an Objectives instance.
- load( filename )
Load objectives text from file
- load( filename )
- Instance Functions
- Objective
A single objective in the objective display.
- TextInput
Player chat querying/hooking
- Instance Functions
Functions that are used with a TextInput instance.
- hook( id, table, func, arg )
Hook all entered chat text.
- hook( id, table, func, arg, pattern )
Hook chat, using a pattern to filter input.
- unhook( id )
Remove a hook function from TextInput.
- unhook( hook )
Remove a hook from TextInput.
- hook( id, table, func, arg )
- Instance Functions
- TextInputHook
Hook type used by TextInput.
- UI
User interface manipulation
- Instance Functions
Functions that are used with a UI instance.
- addMessage( text, x, y, justify, color, fade, time )
Add a user interface message using a custom style
- addMinimapMark( position, radius, shrinkRate, color )
Ping the minimap
- addTitle( text, x, y, time, fade )
Add a message using the title style
- addSubtitle( text, x, y, time, fade )
Add a message using the subtitle style
- showTradesTo( player )
Show what has been traded with another player
- addMessage( text, x, y, justify, color, fade, time )
- Enumerations
Enumerations that are part of the UI class.
- Justify
UI justification options
- Justify
- Instance Functions
- Objectives
- Miscellaneous
Global, uncategorised functions and classes.
- include( filename )
Includes code from another Lua file.
- include( filename )
- Gameplay
General gameplay classes
- Game
Global settings and properties
- Load
Load saved data
- Instance Functions
Functions that are used with a Load instance.
- load( )
Load any data that is stored on the map
- readBoolean( )
Read a boolean from the loaded data
- readNumber( )
Read a number from the loaded data
- readString( )
Read a string from the loaded data
- load( )
- Instance Functions
- Matrix
4x4 Matrix for transforming Vectors
- Constructors
Constructors for the Matrix class.
- Matrix( )
Create an identity Matrix.
- Matrix( )
- Static Functions
Functions that are called without an instance of the Matrix class.
- rotation( angles )
Create a Matrix with rotation from a Vector.
- rotation( x, y, z )
Create a Matrix with rotation around the X, Y and Z axes.
- rotationX( angle )
Create a rotation around the X axis.
- rotationY( angle )
Create a rotation around the Y axis.
- rotationZ( angle )
Create a rotation around the Z axis.
- scaling( amount )
Create a uniform scaling matrix.
- scaling( xyz )
Create a scaling Matrix from a Vector
- scaling( x, y, z )
Create a scaling Matrix from X, Y and Z components.
- translate( xyz )
Create a translation Matrix from a Vector.
- translate( x, y, z )
Create a translation Matrix from X, Y and Z components.
- rotation( angles )
- Instance Functions
Functions that are used with a Matrix instance.
- get( row, column )
Get the value at the specified position.
- set( row, column, value )
Set value at the specified row and column index.
- transpose( )
Transpose the Matrix.
- get( row, column )
- Operators
Operators that are used with a Matrix instance.
- operator * ( matrix )
Multiply this Matrix by another Matrix.
- operator * ( vector )
Multiply this Matrix by a Vector.
- operator * ( matrix )
- Constructors
- Map
Allows for resizing of the map
- Mission
Overall mission functions
- Instance Functions
Functions that are used with a Mission instance.
- finish( success, delay )
Finish the mission
- finish( success, delay )
- Instance Functions
- Path
Smooth paths as used in movement and cineractives
- Constructors
Constructors for the Path class.
- Path( name )
Create a new path or access an existing one.
- Path( name )
- Instance Functions
Functions that are used with a Path instance.
- append( point )
Add a point to the end of the Path
- prepend( point )
Add a point to the start of the Path
- remove( index )
Remove the point at the specified index
- set( index, point )
Set the value of the point at the specified index
- append( point )
- Constructors
- Player
Allows for modifying of players and their properties
- Constructors
Constructors for the Player class.
- Player( number )
Access a player by number
- Player( number )
- Instance Functions
Functions that are used with a Player instance.
- getAmountTraded( resource, direction, other )
Check trade between two players
- getRelation( other )
Check relations with another Player
- loadAIP( name )
Load a build list for the AI
- setRelation( other, relation )
Update relations with another player
- getAmountTraded( resource, direction, other )
- Enumerations
Enumerations that are part of the Player class.
- Relation
Stance between players
- SlotType
Types of player that can occupy a slot
- TradeDirection
Direction of trade resource transfer
- Relation
- Constructors
- Race
Properties and functions for races (Klingon, Borg etc)
- Static Functions
Functions that are called without an instance of the Race class.
- find( raceNumber )
Find a race by number
- find( name )
Find a Race by its code name
- getAll( )
Get all available races
- find( raceNumber )
- Static Functions
- Save
Save mission data
- Instance Functions
Functions that are used with a Save instance.
- save( )
Commit the save to the map
- write( boolean )
Write a boolean value
- write( number )
Write a number value
- write( text )
Write some text
- save( )
- Instance Functions
- Vector
3D points and directions
- Constructors
Constructors for the Vector class.
- Vector( )
Create a new Vector with default (zero) values
- Vector( x, y, z )
Create a vector with the specified x, y and z values
- Vector( )
- Instance Functions
Functions that are used with a Vector instance.
- cross( other )
Cross product
- dot( other )
Dot product
- lerp( other, scalar )
Interpolate between this vector and another
- normalize( )
Calculate the unit length version of this Vector
- cross( other )
- Operators
Operators that are used with a Vector instance.
- operator + ( other )
Add a Vector to this one
- operator - ( other )
Subtract a Vector from this one
- operator / ( scalar )
Divide this Vector by a scalar
- operator * ( scalar )
Multiply this Vector by a scalar
- operator + ( other )
- Constructors
- Game
- Glossary
- Tools and Tutorials
Detailed guides for specific topics
- MMMApp Framework
How to use and create MMM Applications
- EntityFinder Tutorial
Find entities using the EntityFinder
- Monitors Tutorial
How to use the Monitor class
- Timers Tutorial
Timers can help to simplify organising your scripts
- Cineractive Tutorial
Making cineractive sequences
- TextInput Tutorial
Using chat hooks
- Debugger Tutorial
How to use the remote debugger
- Pack Tutorial
Making a packed MMM mission
- MMMApp Framework
- Getting Started
- Directory Organization and Introduction
- Apocrypha
- An Introduction to Fleet Operations
Explains how Fleet Ops was started, a bit of the in-universe background history and why the game is as it is
- The Campaign
Gives some rumors of what the future campaign might consist of
- Non Playable Factions
Explains what role non-playable factions will have in Fleet Ops, as well as some of their history and a handful of the ones that will be included
- Intelligence Report: Noxter
Gives some history behind this future faction and its units and weaponry as well as rumors about upcoming gameplay
- Intelligence Report: Ciadan
Gives some history behind this future faction and its units and weaponry as well as rumors about upcoming gameplay
- Intelligence Report: Iconians
Gives some history behind this future faction and its units and weaponry as well as rumors about upcoming gameplay
- Intelligence Report: The Borg Collective
Gives some history behind the faction and its units and weaponry as well as rumors about upcoming gameplay
- Intelligence Report: Dominion
Gives some history behind the faction and its units and weaponry as well as rumors about upcoming gameplay
- Intelligence Report: United Federation of Planets
Gives some history behind the faction and its units and weaponry as well as rumors about upcoming gameplay
- Intelligence Report: Klingon Imperial Empire
Gives some history behind the faction and its units and weaponry as well as rumors about upcoming gameplay
- Intelligence Report: Romulan Star Empire
Gives some history behind the faction and its units and weaponry as well as rumors about upcoming gameplay
- An Introduction to Fleet Operations