https://wiki.datarealms.com/index.php?title=Special:Contributions&feed=atom&limit=20&target=Daman&year=&month=Data Realms Wiki - User contributions [en]2024-03-28T16:57:01ZFrom Data Realms WikiMediaWiki 1.16.5https://wiki.datarealms.com/CortexWiki:To-Do_ListCortexWiki:To-Do List2012-07-03T04:48:03Z<p>Daman: Artifact of old wiki layout, I guess. Don't obide by this page too strictly.</p>
<hr />
<div>*'''Expand the wiki.'''<br />
*Add variables and descriptions to: [[List of Cortex Variables Defined]].<br />
*Fix and add content to [[Jetpack]]: add links to relevant material, information/description, and a picture.<br />
*Add content to [[Scenes]]: add relevant links and an appropriate picture.<br />
*Add content to [[Devices]]: links to relevant material, description, and a picture.<br />
*Add content to [[Wounds]]: links to relevant material, description, and a picture.<br />
*Add appropriate Lua links to pages. Ex: In [[AHuman]], include link to [[LuaDocs/AHuman]].<br />
*Split out bug fixing/troubleshooting information, and create troubleshooting pages/category. Ex: [[AHuman]] should include a link to [[Troubleshooting/AHuman]].<br />
*Add content to [[AEmitter]].<br />
*Many [[Lua]] functions need descriptions and/or examples.<br />
*Create a page for [[Offsets]]. Needs to be more general/descriptive than [[Offset Tutorials]].<br />
*Check that all pages in [[Tutorials]] category are in fact tutorials, and not just explanations.<br />
<br />
Remember, just because it is not on the To-Do list, that doesn't mean a page can't be improved, created, or updated.</div>Damanhttps://wiki.datarealms.com/Talk:List_of_all_Lua_functionsTalk:List of all Lua functions2012-06-28T00:56:55Z<p>Daman: /* Update */ new section</p>
<hr />
<div>Are these old? There are some functions missing when compared to the LuaDocs. -- '''Thoughtprocess''' 20:52, 16 May 2009 (UTC)<br />
<br />
Many of these pages (those that still have placeholders) need to be stubbed until they get examples. Examples shouldn't be too hard to get for the math functions; just do it real quick on the CC console. -- '''Thoughtprocess''' 04:35, 17 May 2009 (UTC)<br />
<br />
== Update ==<br />
<br />
So, I've written a bot to take the arguments, function list, description, and return value from the LuaDocs. The bot will grab any existing example code/codedesc/output and splice it with the information from the LuaDocs. The LuaDocs has shit argument detail, so I'm thinking of adding a human-supplied argument list that people can insert to override the automatic LuaDoc retrieved argument list. Not sure at the moment.<br />
<br />
There's also the issue of functions that exist but are NOT covered in the LuaDocs. I'm thinking of creating an "Undocumented" section and having them put there.<br />
<br />
Also, the bot will eventually update this page directly(it'll just edit the section where the game functions are currently).<br />
<br />
[[User:Daman|Daman]] 19:56, 27 June 2012 (CDT)</div>Damanhttps://wiki.datarealms.com/AEmitter:IsEmittingAEmitter:IsEmitting2012-06-28T00:23:17Z<p>Daman: Reverted edits by Beautifybot (talk) to last revision by Thoughtprocess</p>
<hr />
<div>{{LuaFunction<br />
|function_name = self:IsEmitting<br />
|arguments = <br />
|returns = [[Boolean]]<br />
|description = Checks whether emissions ([[AddEmission]]) are activated or not. Useful for rockets/missiles that are supposed to have a short thrust-time.<br />
|codedesc = Checks whether emission is activated. If it isn't, it enables emission.<br />
|code = <code lua n><br />
function Update(self)<br />
if self:IsEmitting() == false then<br />
self:EnableEmission(true);<br />
end<br />
end<br />
</code><br />
|output = [[nil]]<br />
|}}</div>Damanhttps://wiki.datarealms.com/MOSRotating:GibThisMOSRotating:GibThis2012-06-28T00:23:16Z<p>Daman: Reverted edits by Beautifybot (talk) to last revision by Daman</p>
<hr />
<div>{{LuaFunction<br />
|function_name = Actor:GibThis<br />
|arguments = <br />
|returns = [[nil]] <br />
|description = Instantly Kills and Gibs the Actor<br />
|codedesc = Gibs all actors in play.<br />
|code = <code lua n><br />
for actor in MovableMan.Actors do actor:GibThis() end </code><br />
|output = [[nil]] to the console, but gibs all actors.<br />
|}}</div>Damanhttps://wiki.datarealms.com/AEmitter:EnableEmissionAEmitter:EnableEmission2012-06-28T00:23:15Z<p>Daman: Reverted edits by Beautifybot (talk) to last revision by Daman</p>
<hr />
<div>{{LuaFunction<br />
|function_name = EnableEmission<br />
|arguments = [[Boolean]]<br />
|returns = [[nil]]<br />
|description = Toggles whether emissions ([[AddEmission]]) are activated or not. Useful for rockets/missiles that are supposed to have a short thrust-time.<br />
|codedesc = Checks whether emission is activated. When it isn't, it enables emission.<br />
|code = <code lua n><br />
function Update(self)<br />
if self:IsEmitting() == false then<br />
self:EnableEmission(true);<br />
end<br />
end<br />
</code><br />
|output = [[nil]]<br />
|}}</div>Damanhttps://wiki.datarealms.com/Scene:GetAreaScene:GetArea2012-06-28T00:23:14Z<p>Daman: Reverted edits by Beautifybot (talk) to last revision by Petethegoat</p>
<hr />
<div>{{LuaFunction<br />
|function_name = GetArea<br />
|arguments = ([[string]]) Name of area to get<br />
|returns = [[Area]] <br />
|description = Returns the object that represents specified area defined in scene.ini.<br />
|}}</div>Damanhttps://wiki.datarealms.com/Timer:IsPastSimMSTimer:IsPastSimMS2012-06-28T00:23:05Z<p>Daman: Reverted edits by Beautifybot (talk) to last revision by DrLuke</p>
<hr />
<div>{{LuaFunction<br />
|function_name = Timer:IsPastSimMS<br />
|arguments = [[number]] Time in milliseconds<br />
|returns = [[nil]]<br />
|description = This function will check, whether a certain time has passed after the timer has been created.<br />
|codedesc = This will gib the object this script is attached to after 5 seconds have passed.<br />
|code = <code lua n><br />
function create(self)<br />
self.LTimer = Timer(); --this is needed for "Timer:IsPastSimMS" to work.<br />
end<br />
<br />
function update(self)<br />
if Timer:IsPastSimMs(5000) == true then --checks if 5 seconds (5000 milliseconds) have passed<br />
self:GibThis(); --if 5 seconds have passed, gib(kill) the object!<br />
end<br />
end</code><br />
|output = nil<br />
|}}</div>Damanhttps://wiki.datarealms.com/User:BeautifybotUser:Beautifybot2012-06-28T00:10:38Z<p>Daman: Created page with "Bot written in PERL intended to automatically clean up the official Lua reference and format it nicely for human eyes."</p>
<hr />
<div>Bot written in PERL intended to automatically clean up the official Lua reference and format it nicely for human eyes.</div>Damanhttps://wiki.datarealms.com/MOSRotating:GibThisMOSRotating:GibThis2012-06-27T23:20:58Z<p>Daman: dupe</p>
<hr />
<div>{{LuaFunction<br />
|function_name = Actor:GibThis<br />
|arguments = <br />
|returns = [[nil]] <br />
|description = Instantly Kills and Gibs the Actor<br />
|codedesc = Gibs all actors in play.<br />
|code = <code lua n><br />
for actor in MovableMan.Actors do actor:GibThis() end </code><br />
|output = [[nil]] to the console, but gibs all actors.<br />
|}}</div>Damanhttps://wiki.datarealms.com/ShieldsShields2012-06-19T21:08:09Z<p>Daman: Undo revision 23594 by Daman (talk)</p>
<hr />
<div>Shields are a category for items held by the offhand or secondary hand of any [[AHuman]] actor.<br />
<pre><br />
AddDevice = HeldDevice<br />
PresetName = <Shield Name Here><br />
AddToGroup = Shields<br />
</pre><br />
<br />
Although currently only used by the game for shields, the Shield category has been used by the mod community to enable the creation of offhand weapons:<br />
<pre><br />
AddDevice = HDFirearm<br />
PresetName = <Weapon Name Here><br />
AddToGroup = Shields<br />
</pre><br />
<br />
If an [[Actor]] has both a Shield/Off-hand Weapon and a one-handed weapon in its inventory, both can be used at the same time (Weapon in main hand, Shield/Off Hand Weapon in the off hand).<br />
<br />
== Riot Shield ==<br />
[[Image:RiotX4.png|left]]<br />
Cost = 15 oz.<br />
<br />
The only shield introduced in Cortex Command thus far, the Riot shield is a simple defensive equipment capable of taking a few bullets so your unit doesn't have to. It is still possible to get hit though, for this reason it is best to stay low to the ground when hiding behind the shield.<br />
<br />
{{Template:stub}}</div>Damanhttps://wiki.datarealms.com/ShieldsShields2012-06-19T21:07:26Z<p>Daman: testing a filter</p>
<hr />
<div><br />
<br />
Shields are a category for items held by the offhand or secondary hand of any [[AHuman]] actor.<br />
<pre><br />
AddDevice = HeldDevice<br />
PresetName = <Shield Name Here><br />
AddToGroup = Shields<br />
</pre><br />
<br />
[[Image:RiotX4.png|left]]<br />
<br />
Although currently only used by the game for shields, the Shield category has been used by the mod community to enable the creation of offhand weapons:<br />
<pre><br />
AddDevice = HDFirearm<br />
PresetName = <Weapon Name Here><br />
AddToGroup = Shields<br />
</pre><br />
<br />
If an [[Actor]] has both a Shield/Off-hand Weapon and a one-handed weapon in its inventory, both can be used at the same time (Weapon in main hand, Shield/Off Hand Weapon in the off hand).<br />
<br />
== Riot Shield ==<br />
[[Image:RiotX4.png|left]]<br />
Cost = 15 oz.<br />
<br />
The only shield introduced in Cortex Command thus far, the Riot shield is a simple defensive equipment capable of taking a few bullets so your unit doesn't have to. It is still possible to get hit though, for this reason it is best to stay low to the ground when hiding behind the shield.<br />
<br />
{{Template:stub}}</div>Damanhttps://wiki.datarealms.com/Syntax_HighlightingSyntax Highlighting2012-06-19T17:13:11Z<p>Daman: word choice</p>
<hr />
<div>__TOC__<br />
<br />
<br />
=Using highlighting=<br />
A new form of syntax highlighting has been implemented into the wiki.<br />
<br />
Many codetags are available, such as:<br />
<br />
<PRE> <lua>, <php>, <fortran>, <freebasic>, <vb> </PRE><br />
<br />
The main one you should care about on this wiki is, of course, the Lua tag. Following is an example of literal text you would enter:<br />
<PRE><lua><br />
--------------------------<br />
-- Set up players<br />
<br />
for player = 0, self.PlayerCount - 1 do<br />
-- Check if we already have a brain assigned<br />
if not self:GetPlayerBrain(player) then<br />
local foundBrain = MovableMan:GetUnassignedBrain(self:GetTeamOfPlayer(player));<br />
-- If we can\'t find an unassigned brain in the scene to give each player, then force to go into editing mode to place one<br />
if not foundBrain then<br />
self.ActivityState = Activity.EDITING;<br />
AudioMan:ClearMusicQueue();<br />
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/ccambient4.ogg", -1, -1);<br />
else<br />
-- Set the found brain to be the selected actor at start<br />
self:SetPlayerBrain(foundBrain, player);<br />
self:SwitchToActor(foundBrain, player, self:GetTeamOfPlayer(player));<br />
self:SetLandingZone(self:GetPlayerBrain(player).Pos, player);<br />
-- Set the observation target to the brain, so that if/when it dies, the view flies to it in observation mode<br />
self:SetObservationTarget(self:GetPlayerBrain(player).Pos, player)<br />
end<br />
end<br />
end<br />
</lua></PRE><br />
<br />
When enclosing something in lua tags, links to articles for any functions used are automatically added to the code. Example:<br />
<br />
<lua><br />
--------------------------<br />
-- Set up players<br />
<br />
for player = 0, self.PlayerCount - 1 do<br />
-- Check if we already have a brain assigned<br />
if not self:GetPlayerBrain(player) then<br />
local foundBrain = MovableMan:GetUnassignedBrain(self:GetTeamOfPlayer(player));<br />
-- If we can\'t find an unassigned brain in the scene to give each player, then force to go into editing mode to place one<br />
if not foundBrain then<br />
self.ActivityState = Activity.EDITING;<br />
AudioMan:ClearMusicQueue();<br />
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/ccambient4.ogg", -1, -1);<br />
else<br />
-- Set the found brain to be the selected actor at start<br />
self:SetPlayerBrain(foundBrain, player);<br />
self:SwitchToActor(foundBrain, player, self:GetTeamOfPlayer(player));<br />
self:SetLandingZone(self:GetPlayerBrain(player).Pos, player);<br />
-- Set the observation target to the brain, so that if/when it dies, the view flies to it in observation mode<br />
self:SetObservationTarget(self:GetPlayerBrain(player).Pos, player)<br />
end<br />
end<br />
end<br />
</lua><br />
<br />
='''Advanced tagging(''RECOMMENDED'')'''=<br />
<br />
If you want your code tag to look as good as Data, it is recommended to use advanced formatting.<br />
<br />
Here's an example using the same code from before:<br />
<br />
'''Raw:'''<br />
<pre><code lua n><br />
--------------------------<br />
-- Set up players<br />
<br />
for player = 0, self.PlayerCount - 1 do<br />
-- Check if we already have a brain assigned<br />
if not self:GetPlayerBrain(player) then<br />
local foundBrain = MovableMan:GetUnassignedBrain(self:GetTeamOfPlayer(player));<br />
-- If we can\'t find an unassigned brain in the scene to give each player, then force to go into editing mode to place one<br />
if not foundBrain then<br />
self.ActivityState = Activity.EDITING;<br />
AudioMan:ClearMusicQueue();<br />
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/ccambient4.ogg", -1, -1);<br />
else<br />
-- Set the found brain to be the selected actor at start<br />
self:SetPlayerBrain(foundBrain, player);<br />
self:SwitchToActor(foundBrain, player, self:GetTeamOfPlayer(player));<br />
self:SetLandingZone(self:GetPlayerBrain(player).Pos, player);<br />
-- Set the observation target to the brain, so that if/when it dies, the view flies to it in observation mode<br />
self:SetObservationTarget(self:GetPlayerBrain(player).Pos, player)<br />
end<br />
end<br />
end<br />
</code></pre><br />
<br />
<br />
<br />
'''Processed:'''<br />
<br />
<code lua n><br />
--------------------------<br />
-- Set up players<br />
<br />
for player = 0, self.PlayerCount - 1 do<br />
-- Check if we already have a brain assigned<br />
if not self:GetPlayerBrain(player) then<br />
local foundBrain = MovableMan:GetUnassignedBrain(self:GetTeamOfPlayer(player));<br />
-- If we can\'t find an unassigned brain in the scene to give each player, then force to go into editing mode to place one<br />
if not foundBrain then<br />
self.ActivityState = Activity.EDITING;<br />
AudioMan:ClearMusicQueue();<br />
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/ccambient4.ogg", -1, -1);<br />
else<br />
-- Set the found brain to be the selected actor at start<br />
self:SetPlayerBrain(foundBrain, player);<br />
self:SwitchToActor(foundBrain, player, self:GetTeamOfPlayer(player));<br />
self:SetLandingZone(self:GetPlayerBrain(player).Pos, player);<br />
-- Set the observation target to the brain, so that if/when it dies, the view flies to it in observati mode<br />
self:SetObservationTarget(self:GetPlayerBrain(player).Pos, player)<br />
end<br />
end<br />
end<br />
</code><br />
<br />
<br />
As you can see this formatting is much more appealing. The links also underline as they are intended to, 100% of the time. Any more questions can be asked in discussion page, and the tags available can be checked on the versions page.</div>Damanhttps://wiki.datarealms.com/Syntax_HighlightingSyntax Highlighting2012-06-19T17:09:02Z<p>Daman: Backslashes are fine, wrong tags were in the page. Whoops!</p>
<hr />
<div>__TOC__<br />
<br />
<br />
=Using highlighting=<br />
A new form of syntax highlighting has been implemented into the wiki.<br />
<br />
Many codetags are available, such as:<br />
<br />
<PRE> <lua>, <php>, <fortran>, <freebasic>, <vb> </PRE><br />
<br />
The main one you should care about on this wiki is, of course, the Lua tag. Following is an example of literal text you would enter:<br />
<PRE><lua><br />
--------------------------<br />
-- Set up players<br />
<br />
for player = 0, self.PlayerCount - 1 do<br />
-- Check if we already have a brain assigned<br />
if not self:GetPlayerBrain(player) then<br />
local foundBrain = MovableMan:GetUnassignedBrain(self:GetTeamOfPlayer(player));<br />
-- If we can\'t find an unassigned brain in the scene to give each player, then force to go into editing mode to place one<br />
if not foundBrain then<br />
self.ActivityState = Activity.EDITING;<br />
AudioMan:ClearMusicQueue();<br />
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/ccambient4.ogg", -1, -1);<br />
else<br />
-- Set the found brain to be the selected actor at start<br />
self:SetPlayerBrain(foundBrain, player);<br />
self:SwitchToActor(foundBrain, player, self:GetTeamOfPlayer(player));<br />
self:SetLandingZone(self:GetPlayerBrain(player).Pos, player);<br />
-- Set the observation target to the brain, so that if/when it dies, the view flies to it in observation mode<br />
self:SetObservationTarget(self:GetPlayerBrain(player).Pos, player)<br />
end<br />
end<br />
end<br />
</lua></PRE><br />
<br />
When enclosing something in lua tags, it provides links back to the functions inside the tags, along with formatting like so:<br />
<br />
<lua><br />
--------------------------<br />
-- Set up players<br />
<br />
for player = 0, self.PlayerCount - 1 do<br />
-- Check if we already have a brain assigned<br />
if not self:GetPlayerBrain(player) then<br />
local foundBrain = MovableMan:GetUnassignedBrain(self:GetTeamOfPlayer(player));<br />
-- If we can\'t find an unassigned brain in the scene to give each player, then force to go into editing mode to place one<br />
if not foundBrain then<br />
self.ActivityState = Activity.EDITING;<br />
AudioMan:ClearMusicQueue();<br />
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/ccambient4.ogg", -1, -1);<br />
else<br />
-- Set the found brain to be the selected actor at start<br />
self:SetPlayerBrain(foundBrain, player);<br />
self:SwitchToActor(foundBrain, player, self:GetTeamOfPlayer(player));<br />
self:SetLandingZone(self:GetPlayerBrain(player).Pos, player);<br />
-- Set the observation target to the brain, so that if/when it dies, the view flies to it in observation mode<br />
self:SetObservationTarget(self:GetPlayerBrain(player).Pos, player)<br />
end<br />
end<br />
end<br />
</lua><br />
<br />
='''Advanced tagging(''RECOMMENDED'')'''=<br />
<br />
If you want your code tag to look as good as Data, it is recommended to use advanced formatting.<br />
<br />
Here's an example using the same code from before:<br />
<br />
'''Raw:'''<br />
<pre><code lua n><br />
--------------------------<br />
-- Set up players<br />
<br />
for player = 0, self.PlayerCount - 1 do<br />
-- Check if we already have a brain assigned<br />
if not self:GetPlayerBrain(player) then<br />
local foundBrain = MovableMan:GetUnassignedBrain(self:GetTeamOfPlayer(player));<br />
-- If we can\'t find an unassigned brain in the scene to give each player, then force to go into editing mode to place one<br />
if not foundBrain then<br />
self.ActivityState = Activity.EDITING;<br />
AudioMan:ClearMusicQueue();<br />
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/ccambient4.ogg", -1, -1);<br />
else<br />
-- Set the found brain to be the selected actor at start<br />
self:SetPlayerBrain(foundBrain, player);<br />
self:SwitchToActor(foundBrain, player, self:GetTeamOfPlayer(player));<br />
self:SetLandingZone(self:GetPlayerBrain(player).Pos, player);<br />
-- Set the observation target to the brain, so that if/when it dies, the view flies to it in observation mode<br />
self:SetObservationTarget(self:GetPlayerBrain(player).Pos, player)<br />
end<br />
end<br />
end<br />
</code></pre><br />
<br />
<br />
<br />
'''Processed:'''<br />
<br />
<code lua n><br />
--------------------------<br />
-- Set up players<br />
<br />
for player = 0, self.PlayerCount - 1 do<br />
-- Check if we already have a brain assigned<br />
if not self:GetPlayerBrain(player) then<br />
local foundBrain = MovableMan:GetUnassignedBrain(self:GetTeamOfPlayer(player));<br />
-- If we can\'t find an unassigned brain in the scene to give each player, then force to go into editing mode to place one<br />
if not foundBrain then<br />
self.ActivityState = Activity.EDITING;<br />
AudioMan:ClearMusicQueue();<br />
AudioMan:PlayMusic("Base.rte/Music/dBSoundworks/ccambient4.ogg", -1, -1);<br />
else<br />
-- Set the found brain to be the selected actor at start<br />
self:SetPlayerBrain(foundBrain, player);<br />
self:SwitchToActor(foundBrain, player, self:GetTeamOfPlayer(player));<br />
self:SetLandingZone(self:GetPlayerBrain(player).Pos, player);<br />
-- Set the observation target to the brain, so that if/when it dies, the view flies to it in observati mode<br />
self:SetObservationTarget(self:GetPlayerBrain(player).Pos, player)<br />
end<br />
end<br />
end<br />
</code><br />
<br />
<br />
As you can see this formatting is much more appealing. The links also underline as they are intended to, 100% of the time. Any more questions can be asked in discussion page, and the tags available can be checked on the versions page.</div>Damanhttps://wiki.datarealms.com/List_of_all_Lua_functionsList of all Lua functions2012-06-19T10:14:58Z<p>Daman: </p>
<hr />
<div>{{Incorrect}}<br />
<br />
{{TableLuaArticles}}<br />
<br />
==Library Function Index==<br />
<br />
*[[_G|Base Library]]<br />
{{Template:Lua_G}}<br />
*[[coroutine]]<br />
{{Template:Lua Coroutine}}<br />
*[[debug]]<br />
{{Template:Lua Debug}}<br />
*[[math]]<br />
{{Template:Lua Math}}<br />
*[[package]]<br />
{{Template:Lua Package}}<br />
*[[string]]<br />
{{Template:Lua String}}<br />
*[[table]]<br />
{{Template:Lua Table}}<br />
<br />
==Object Functions==<br />
*[[Activity]]<br />
{{Template:Lua Activity}}<br />
*[[Actor]]<br />
{{Template:Lua Actor}}<br />
*[[AEmitter]]<br />
{{Template:Lua AEmitter}}<br />
*[[AHuman]]<br />
{{Template:Lua AHuman}}<br />
*[[ACDropship]]<br />
{{Template:Lua ACDropship}}<br />
*[[ACrab]]<br />
{{Template:Lua ACrab}}<br />
*[[ACraft]]<br />
{{Template:Lua ACraft}}<br />
*[[ACRocket]]<br />
{{Template:Lua ACRocket}}<br />
*[[ActivityManager]]<br />
{{Template:Lua ActivityMan}}<br />
*[[ADoor]]<br />
{{Template:Lua ADoor}}<br />
*[[Attachable]]<br />
{{Template:Lua Attachable}}<br />
*[[AudioManager]]<br />
{{Template:Lua AudioMan}}<br />
*[[Box]]<br />
{{Template:Lua Box}}<br />
*[[ConsoleManager]]<br />
{{Template:Lua ConsoleMan}}<br />
*[[Controller]]<br />
{{Template:Lua Controller}}<br />
*[[FrameManager]]<br />
{{Template:Lua FrameMan}}<br />
*[[HDFirearm]]<br />
{{Template:Lua HDFirearm}}<br />
*[[HeldDevice]]<br />
{{Template:Lua HeldDevice}}<br />
*[[MOPixel]]<br />
{{Template:Lua MOPixel}}<br />
*[[MOSprite]]<br />
{{Template:Lua MOSprite}}<br />
*[[MOSParticle]]<br />
{{Template:Lua MOSParticle}}<br />
*[[MOSRotating]]<br />
{{Template:Lua MOSRotating}}<br />
*[[MovableManager]]<br />
{{Template:Lua MovableMan}}<br />
*[[MovableObject]]<br />
{{Template:Lua MovableObject}}<br />
*[[PresetManager]]<br />
{{Template:Lua PresetMan}}<br />
*[[Scene]]<br />
{{Template:Lua Scene}}<br />
*[[SceneManager]]<br />
{{Template:Lua SceneMan}}<br />
*[[SceneObject]]<br />
{{Template:Lua SceneObject}}<br />
*[[TDExplosive]]<br />
{{Template:Lua TDExplosive}}<br />
*[[ThrownDevice]]<br />
{{Template:Lua ThrownDevice}}<br />
*[[Timer]]<br />
{{Template:Lua Timer}}<br />
*[[TimerManager]]<br />
{{Template:Lua TimerManager}}<br />
*[[UInputManager]]<br />
{{Template:Lua UInputMan}}<br />
*[[Vector]]<br />
{{Template:Vector}}<br />
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[[Category: Lua]]<br />
[[Category: List]]</div>Damanhttps://wiki.datarealms.com/Template:IncorrectTemplate:Incorrect2012-06-19T10:14:22Z<p>Daman: Created page with "{|border="0" cellspacing="0" cellpadding="5" style="background-color: #ffbbcc; border: 1px solid #9f7782; margin: 1em auto 1em auto; width: 60%" |- |style="background-color: #9f..."</p>
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<div>{|border="0" cellspacing="0" cellpadding="5" style="background-color: #ffbbcc; border: 1px solid #9f7782; margin: 1em auto 1em auto; width: 60%"<br />
|-<br />
|style="background-color: #9f7782; border: 1px solid #1f1712; margin: 5px;"|[[Image:Stub.png]]<br />
|colspan="2" align="center"|This page is '''out of date''' or contains '''incorrect information'''. Please help us by [{{SERVER}}{{localurl:{{NAMESPACE}}:{{PAGENAMEE}}|action=edit}} editing it].<br />
|style="background-color: #9f7782; border: 1px solid #1f1712; margin: 5px;"|[[Image:Stub.png]]<br />
|-<br />
|}<br />
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<noinclude>This template is used to mark a page which has been obsoleted.</noinclude><br />
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<includeonly>[[Category:Updateme]]</includeonly></div>Damanhttps://wiki.datarealms.com/Template:TableLuaArticlesTemplate:TableLuaArticles2012-06-19T10:09:18Z<p>Daman: eghhhh this table is bad but this is more correct</p>
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<div><div align="center"><br />
{| cellspacing=5 cellpadding=5 border=0 style="width=95%; background-color: #BBCCFF; border: 2px dashed #88AADD; margin: 5px;"<br />
|{{MainPageItem|Luaing.png|Lua Syntax|Syntax|If you have no idea how to use Lua, start here.}}<br />
|{{MainPageItem|Luaing.png|Lua Datatypes|Datatypes|Descriptions of the data types Lua uses.}}<br />
|-<br />
|{{MainPageItem|Luaing.png| List of all Lua functions|Functions|Listing of known functions.}}<br />
|{{MainPageItem|Luaing.png|LuaDocs/Index|Official Reference|Raw output generated directly from Data's source.}}<br />
|}<br />
</div></div>Damanhttps://wiki.datarealms.com/Style_GuideStyle Guide2012-06-19T10:04:58Z<p>Daman: The text that was here prior was terrible and vague.</p>
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<div>== Creating and Naming Pages ==<br />
* '''We really don't have any guidelines for this. Suggest some!'''<br />
<br />
== Adding Templates ==<br />
* Add [[Template:Stub]] to all incomplete pages.<br />
* Add Stub at the end of the page, but other tags at the start.<br />
* Use MainPage tables on landing pages, like [[Main Page]] and [[Modding]].<br />
<br />
{{Stub}}</div>Damanhttps://wiki.datarealms.com/ActorsActors2012-06-18T22:31:23Z<p>Daman: Not a stub, thanks!</p>
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<div>General class of game objects that move under AI control and, typically, the player's. Each type starts with "A" for Actor and has specific requirements.<br />
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<br />
== Brains ==<br />
[[File:Braincase1.png]] &nbsp; [[File:Dummycontroller1.png]]<br />
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The [[Trade_Star#Brain_Case | Brain Case]] is defined simply as an "Actor", as is the [[Dummies#Dummy_Controller | Dummy Controller]]. They have no limbs or separate head, and have a pie menu but otherwise have no parts or actions.<br />
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''Note: Brainbots are "AHuman" type (see below), not just "Actor"s.''<br />
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== Humanoids ==<br />
'''Main Article: [[AHuman]]'''<br />
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[[File:Roninsoldierdafred.png]] &nbsp; [[File:Jumper.png]] &nbsp; [[File:Zombiemedium.png]]<br />
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Coded as "AHuman", humanoids are ''soft'' bodies controlled by the AI or Player. Their main distinction is standing upright and bipedal walking. <br />
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The type supports a main body, a head, two legs, two arms, and a jetpack (see Ronin [[Ronin#Dafred | Dafred]] above). Arms and legs can sport hands and feet. [[Wildlife#Jumper | Jumper]] hop-walks on its one leg. <br />
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The foreground arm is required to use Devices but not to carry them in inventory; the background arm to use Shields. Minimally an AHuman requires a body and head. <br />
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Most humanoids are equipped with jetpacks, but the [[Undead | Culled Clones]] (aka Undead or Zombies prior to Build 27) and Jumper are defined with a "Jetpack = AEmitter" which looks and acts more like jumping.<br />
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== Crabs ==<br />
'''Main Article: [[ACrab]]'''<br />
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[[File:Crabw.png]] &nbsp; [[File:Coalitiondrone.png]] &nbsp; [[File:Dummysmallturret.png]]<br />
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Coded as "ACrab", crabs lack any upright constraints for standing (leading to wobbling) and use a quadrapedal walk-- unlike their real-life counterparts, crabs in Cortex Command have only four legs.<br />
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The type supports a main body, foreground and background legs on the left and right, left and right feet, and a turret which can be equipped with [[Weapons | weapons]] or [[Tools | tools]]. Stationary "Turret" actors are made with legs that are invisible and too small to use, like the [[Dummies | Dummy]] [[Dummies#Dummy_Small_Turret | Small Turret]]<br />
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Crabs do not use jetpacks as such; their lack of upright constraints makes flight control unstable. If they have a "Jetpack" definition it uses an AEmitter that behaves like jumping, which is the main attack of the rare [[Wildlife#Mega_Crab | Mega Crab]]. That, and landing...<br />
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Without a "Turret" defined, crabs can't use any items, though ones can be added to the crab's inventory. These are exposed when the crab dies; thus one can make kamikaze "Bomb Crabs" (see also [[Crab_Bomb | Crab Bomb]]).<br />
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== Doors ==<br />
'''Main Article: [[ADoor]]'''<br />
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Doors open for Actors of the same team automatically and close when no one is around, or when an enemy is near. They cannot be controlled as other Actor units can. All current doors are slabs of metal that either slide or rotates on a fixed path. Other than the vertical "Door A", all current doors come pre-fitted into a bunker module.<br />
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== Craft ==<br />
'''Main Articles: [[ACRocket]], [[ACDropship]]'''<br />
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[[File:Dummydropcrate.png]] &nbsp; [[File:Dummyrocklet.png]] &nbsp; [[File:DropShipMk1-1x.png]]<br />
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Coded "ACRocket" or "ACDropship" ("AC" is an analgram of ''Actor'' and ''Craft'') all Craft have one or more have hatches by which Actors, [[Bombs]], and handheld devices can exit or enter. Almost all are airborne vehicles using Jetpack emitters, with the exception of the '''Crate''', which is an ACRocket without legs or jetpacks. They simply obey gravity. <br />
<br />
Craft flying past the top the map return to [[Trade Star]] Midas, adding to the player's gold the value of the craft's cargo and its buy price minus percent of its health lost.<br />
<br />
Craft serve various purposes, such as:<br />
* Transporting Units<br />
* Bombing Enemies<br />
* Evacuating Units<br />
* Shelter / Hiding Place<br />
* Transporting Equipment<br />
* Stealing Equipment<br />
* Slave Raiding<br />
...but basically dropping and retrieving cargo.<br />
<br />
<br />
[[Category: Modding]]</div>Damanhttps://wiki.datarealms.com/MediaWiki:BlockedtextMediaWiki:Blockedtext2012-06-18T21:43:30Z<p>Daman: Created page with "'''Your user name or IP address has been blocked.''' The block was made by $1. The reason given is ''$2''. * Start of block: $8 * Expiry of block: $6 * Intended blockee: $7 Yo..."</p>
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The block was made by $1.<br />
The reason given is ''$2''.<br />
<br />
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<span style="line-height: 44px; font-weight: 700; font-size: 34px; color:#FFFFFF; background:#FF69B4">If you were caught in an automatic filter, my personal apologies! We have these in place to fight the spambots. Please copy this entire message into a post on the [http://forums.datarealms.com/viewforum.php?f=48|Datarealms Fan Forums] and one of our sysops will unban you ASAP!</span></div>Damanhttps://wiki.datarealms.com/MediaWiki:Abusefilter-deny-userpageMediaWiki:Abusefilter-deny-userpage2012-06-18T21:32:06Z<p>Daman: Safe to make this ban people if they ignore the warning.</p>
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<div><span style="line-height: 74px; font-weight: 700; font-size: 64px; color:#FFFFFF; background:#FF69B4">You must contribute to the wiki more before you can edit your userpage, sorry! Don't perform this edit again or it'll ban you!</span></div>Damanhttps://wiki.datarealms.com/MediaWiki:Abusefilter-deny-userpageMediaWiki:Abusefilter-deny-userpage2012-06-18T21:31:07Z<p>Daman: </p>
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<div><span style="line-height: 74px; font-weight: 700; font-size: 64px; color:#FFFFFF; background:#FF69B4">You must contribute to the wiki more before you can edit your userpage, sorry!</span></div>Daman