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Fighter Cockpit DMX Cues

The following cues work in a fighter cockpit:
Category Event Tag Type Notes
General NORMAL_CONDITION_1 State Set while a game is in progress
  PLAYER_SHIELDS_ON State Set while not in fighter bay
       
Helm COMPLETELY_DOCKED State Set while in fighter bay
  FIGHTER_BOOSTING State Set while fighter Boost is active
  FIGHTER_BRAKING State Set while fighter Brake is active
       
Weapons ANY_TUBE_EMPTY State Set if out of missiles
  ANY_TUBE_READY_TO_FIRE State Set while fighter is outside and has missiles
  BEAM_FIRED Event Triggered when beam is fired
  BEAM1_FIRED Event Triggered when beam is fired
  BEAMS_EXIST State Set while fighter is outside
  TORP_HOMING_FIRED Event Triggered when missile is fired
  TUBE1_EMPTY State Set if out of missiles
  TUBE1_EXISTS State Set while fighter is outside
  TUBE1_FIRED_HOMING Event Triggered when missile is fired
  TUBE1_READY_TO_FIRE_HOMING State Set while fighter is outside and has missiles
       
Comms RED_ALERT State Only visible when in fighter bay
       
Fighter ALL_FIGHTERS_DOCKED State Set when all remaining fighters are docked.  Clear when at least one fighter is still alive outside the capital ship.
  ANY_FIGHTER_READY State Set while in fighter bay and any fighter is ready to launch.
  FIGHTER_BAY_EXISTS State Set when in a ship with a fighter bay.
  FIGHTER_DOCKED Event Triggered when in fighter bay and any fighter (including your own) docks.  For effects meant to occur only when you launch, use entry timeblocks on COMPLETELY_DOCKED or exit timeblocks on PLAYER_SHIELDS_ON instead.
  FIGHTER_LAUNCHED Event Triggered when in fighter bay and any fighter (including your own) launches.  For effects meant to occur only when you launch, use exit timeblocks on COMPLETELY_DOCKED or entry timeblocks on PLAYER_SHIELDS_ON instead.
       
Damage FRONT_SHIELD_20 State Set when fighter shields >= 20%, cleared when < 20%.
  FRONT_SHIELD_40 State Set when fighter shields >= 40%, cleared when < 40%. Normally this should be placed after FRONT_SHIELD_20 when both affect the same channels.
  FRONT_SHIELD_60 State Set when fighter shields >= 60%, cleared when < 60%. Normally this should be placed after FRONT_SHIELD_40 when both affect the same channels.
  FRONT_SHIELD_80 State Set when fighter shields >= 80%, cleared when < 80%. Normally this should be placed after FRONT_SHIELD_60 when both affect the same channels.
  FRONT_SHIELD_100 State Set when fighter shields at %100, cleared when < 100%. Normally this should be placed after FRONT_SHIELD_80 when both affect the same channels.
  FRONT_SHIELD_LOW Event Triggered when fighter shields go < 30%.
  PLAYER_DESTROYED Event Triggered when fighter is destroyed
  PLAYER_TAKES_FRONT_SHIELD_DAMAGE Event Triggered when fighter takes damage
  PLAYER_TAKES_SHIELD_DAMAGE Event Triggered when fighter takes damage
  SOMETHING_HITS_PLAYER Event Triggered when fighter takes damage
       
Game ALWAYS_ON State This state is always on.  It is most useful to place before NORMAL_CONDITION_1 to have effects (such as ambient lighting) that are present when a simulation is not in progress and are overridden by NORMAL_CONDITION_1 when a simulation is in progress.   Any device commands set by this cue will also remain in effect after Artemis exits.  All others will be cleared.
  GAME_PAUSED State Set if game is paused