LuaDocs/ACrab
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===JetTimeTotal=== | ===JetTimeTotal=== | ||
- | + | The amount of time this' jetpack can fire when filled, in ms.The amount of time this' jetpack can fire when it's at max. | |
===JetTimeLeft=== | ===JetTimeLeft=== |
Latest revision as of 20:17, 2 April 2015
Contents |
Parent: Actor
Concrete Class. A crab-like actor with four legs.
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.
LFGLeg
Read-only property. The left FG Leg as an Attachable. This is for Lua binding mostly.A pointer to the Leg Attachable. Ownership is NOT transferred!
LFGLeg
Read-only property. The right BG Leg as an Attachable. This is for Lua binding mostly.A pointer to the Leg Attachable. Ownership is NOT transferred!
LBGLeg
Read-only property. The left BG Leg as an Attachable. This is for Lua binding mostly.A pointer to the Leg Attachable. Ownership is NOT transferred!
RFGLeg
Read-only property. The right FG Leg as an Attachable. This is for Lua binding mostly.A pointer to the Leg Attachable. Ownership is NOT transferred!
Jetpack
Read-only property. The jetpack as an emitter. This is for Lua binding mostly.A pointer to jetpack emitter. Ownership is NOT transferred!
JetTimeTotal
The amount of time this' jetpack can fire when filled, in ms.The amount of time this' jetpack can fire when it's at max.
JetTimeLeft
Read-only property. The amount of time this' jetpack can still fire until out, in ms.The amount of time this' jetpack can still fire before running out.
EquippedItem
Read-only property. Any equipped turret.A pointer to an attachable.
EquippedItem
Read-only property. Returns whatever is equipped in the turret, if anything. OINT.The currently equipped item, if any.
FirearmIsReady
Read-only property. Indicates whether the currently held HDFirearm's is ready for use, and has ammo etc.Whether a currently HDFirearm (if any) is ready for use.
FirearmIsEmpty
Read-only property. Indicates whether the currently held HDFirearm's is out of ammo.Whether a currently HDFirearm (if any) is out of ammo.
FirearmNeedsReload
Read-only property. Indicates whether the currently held HDFirearm's is almost out of ammo.Whether a currently HDFirearm (if any) has less than half of ammo left.
FirearmIsSemiAuto
Read-only property. Indicates whether the currently held HDFirearm's is semi or full auto.Whether a currently HDFirearm (if any) is a semi auto device.
FirearmActivationDelay
Read-only property. Returns the currently held device's delay between pulling the trigger and activating.Delay in ms or zero if not a HDFirearm.
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.
Look
Casts an unseen-revealing ray in the direction of where this is facing.
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.
- The range, in pixels, beyond the actors sharp aim that the ray will have.
Return value:
Whether any unseen pixels were revealed by this look.
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.