LuaDocs/ACrab

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(Removed redundant, malformed statements. Crystal clear clarification of semi-auto and full-auto.)
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===FirearmIsReady===
===FirearmIsReady===
Read-only property. Indicates whether the currently held HDFirearm is ready for use, and has ammo etc.
Read-only property. Indicates whether the currently held HDFirearm is ready for use, and has ammo etc.
-
Whether a currently HDFirearm (if any) is ready for use.
 
===FirearmIsEmpty===
===FirearmIsEmpty===
Read-only property. Indicates whether the currently held HDFirearm is out of ammo.
Read-only property. Indicates whether the currently held HDFirearm is out of ammo.
-
Whether a currently HDFirearm (if any) is out of ammo.
 
===FirearmNeedsReload===
===FirearmNeedsReload===
-
Read-only property. Indicates whether the currently held HDFirearm is almost out of ammo.
+
Read-only property. Indicates whether the currently held HDFirearm has less than half of its ammo left.
-
Whether a currently HDFirearm (if any) has less than half of ammo left.
+
===FirearmIsSemiAuto===
===FirearmIsSemiAuto===
-
Read-only property. Indicates whether the currently held HDFirearm is semi or full auto.
+
Read-only property. Indicates whether the currently held HDFirearm is semi-auto (" = 1") or full-auto (" = 0").
-
Whether a currently HDFirearm (if any) is a semi auto device.
+
==Functions==
==Functions==

Revision as of 04:33, 10 February 2013

Contents

Parent: Actor

Concrete Class. A crab-like actor with four legs.

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Enumerations

MovementState

  • 0 = STAND
  • 1 = WALK
  • 2 = JUMP
  • 3 = DISLODGE
  • 4 = MOMENTSTATECOUNT


Side

  • 0 = LEFTSIDE
  • 1 = RIGHTSIDE
  • 2 = SIDECOUNT


Layer

  • 0 = FGROUND
  • 1 = BGROUND


DeviceHandlingState

  • 0 = STILL
  • 1 = POINTING
  • 2 = SCANNING
  • 3 = AIMING
  • 4 = FIRING
  • 5 = THROWING
  • 6 = DIGGING


SweepState

  • 0 = NOSWEEP
  • 1 = SWEEPINGUP
  • 2 = SWEEPINGPAUSE
  • 3 = SWEEPINGDOWN
  • 4 = SWEEMDOWNPAUSE


DigState

  • 0 = NOTDIGGING
  • 1 = PREDIG
  • 2 = STARTDIG
  • 3 = TUNNELING
  • 4 = FINISHINGDIG
  • 5 = PAUSEDIGGER


JumpState

  • 0 = NOTJUMPING
  • 1 = FORWARDJUMP
  • 2 = PREJUMP
  • 3 = UPJUMP
  • 4 = APEXJUMP
  • 5 = LANDJUMP


Properties

ClassName

The class name of this Entity. A string with the friendly-formatted type name of this object.

FirearmIsReady

Read-only property. Indicates whether the currently held HDFirearm is ready for use, and has ammo etc.

FirearmIsEmpty

Read-only property. Indicates whether the currently held HDFirearm is out of ammo.

FirearmNeedsReload

Read-only property. Indicates whether the currently held HDFirearm has less than half of its ammo left.

FirearmIsSemiAuto

Read-only property. Indicates whether the currently held HDFirearm is semi-auto (" = 1") or full-auto (" = 0").

Functions

ReloadFirearm

Reloads the currently held firearm, if any.

Arguments:

  • None.

Return value:

None.


IsWithinRange

Tells whether a point on the scene is within close range of the currently used device and aiming status, if applicable.

Arguments:

  • A Vector witht he aboslute coordinates of a point to check.

Return value:

Whether the point is within close range of this.


LookForMOs

Casts an MO detecting ray in the direction of where the head is looking at the time. Factors including head rotation, sharp aim mode, and other variables determine how this ray is cast.

Arguments:

  • The degree angle to deviate from the current view point in the ray casting. A random ray will be chosen out of this +-range.
  • A specific material ID to ignore (see through)
  • Whether to ignore all terrain or not (true means 'x-ray vision').

Return value:

A pointer to the MO seen while looking.


IsOnScenePoint

Indicates whether this' current graphical representation overlaps a point in absolute scene coordinates.

Arguments:

  • The point in absolute scene coordinates.

Return value:

Whether this' graphical rep overlaps the scene point.


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