Bitfighter
021
The Bitfighter Lua Documentation - Robots, Levelgens, and Plugins
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Parent class representing mountable items such as Turret and ForceFieldProjector.
Member Functions | |
getCaptureZone() | |
Returns capture zone holding the item. | |
getDisabledThreshold() | |
Gets the health threshold below which the item becomes disabled. [details] | |
getEngineered() | |
Get whether the item can be totally destroyed. [details] | |
getGeom() | |
Returns an object's geometry. [details] | |
getHealRate() | |
Gets the item's healRate. [details] | |
getHealth() | |
Returns health of the item. [details] | |
getId() | |
Gets an object's user assigned id. [details] | |
getMountAngle() | |
Gets the angle (in radians) at which the item is mounted. [details] | |
getObjType() | |
Gets an object's ObjType. [details] | |
getOwner() | |
Gets an object's owner as a PlayerInfo. [details] | |
getPos() | |
Gets an object's position. [details] | |
getRad() | |
Returns the radius of an item. [details] | |
getShip() | |
Returns the ship where the item is mounted. [details] | |
getTeamIndex() | |
Gets the index of the object's team. [details] | |
isActive() | |
Determine if the item is active (i.e. its health is above the disbaledThreshold). [details] | |
isInCaptureZone() | |
Is item in a capture zone? [details] | |
isSelected() | |
Determine if an object is selected in the editor. [details] | |
removeFromGame() | |
Removes the object from the current game or editor session. [details] | |
setEngineered(engineered) | |
Sets whether the item can be destroyed when its health reaches zero. [details] | |
setGeom(geometry) | |
Sets an object's geometry. [details] | |
setHealRate(healRate) | |
Sets the item's heal rate. [details] | |
setHealth(health) | |
Set the current health of the item. [details] | |
setId(id) | |
Sets an object's user assigned id. [details] | |
setOwner(playerName) | |
Sets the owner of the object. [details] | |
setPos(pos) | |
Set the object's position. [details] | |
setSelected(selected) | |
Set whether an object is selected in the editor. [details] | |
setTeam(teamIndex) | |
Assigns the object to a team. [details] | |
Parent class representing mountable items such as Turret and ForceFieldProjector.
EngineeredItem is a container class for wall-mountable items. Currently, all EngineeredItems can be constructed with the Engineering module, can be destroyed by enemy fire, and can be healed (and sometimes captured) with the Repair module. All EngineeredItems have a health value that ranges from 0 to 1, where 0 is completely dead and 1 is fully healthy. When health falls below a certain threshold (see getDisabledThrehold()), the item becomes inactive and must be repaired or regenerate itself to be functional again.
If an EngineeredItem has a heal rate greater than zero, it will slowly repair damage to iteself. For more info see setHealRate()
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inherited from Item |
returns num |
Gets the health threshold below which the item becomes disabled.
The value will always be between 0 and 1. This value is constant and will be the same for all EngineeredItems.
returns bool |
Get whether the item can be totally destroyed.
true
if the item can be destroyed.
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inherited from BfObject |
Returns an object's geometry.
returns int |
Gets the item's healRate.
The specified heal rate will be the time, in seconds, it takes for the item to repair itself by 10. If an EngineeredItem is assigned to the neutral team, it will not heal itself.
returns num |
Returns health of the item.
Health is specified as a number between 0 and 1 where 0 is completely dead and 1 is totally healthy.
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inherited from BfObject |
Gets an object's user assigned id.
Users can assign an id to elements in the editor with the ! or # keys. Use this function to obtain this id. If the user has not assigned an object an id, getId() will return a negative id that will remain consistent throught the game.
returns num |
Gets the angle (in radians) at which the item is mounted.
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inherited from BfObject |
Gets an object's ObjType.
See ObjType for a list of possible return values.
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inherited from BfObject |
Gets an object's owner as a PlayerInfo.
Some objects (like projectiles) have an owning player associated. This method returns a PlayerInfo object if there is an owner. Otherwise, returns nil.
This method is intended to be used with bullets and other projectiles, not with game objects like zones.
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inherited from BfObject |
Gets an object's position.
For objects that are not points (such as a LoadoutZone), will return the object's centroid.
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inherited from Item |
Returns the radius of an item.
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inherited from Item |
Returns the ship where the item is mounted.
Most objects cannot be mounted. For those, this function will always return nil.
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inherited from BfObject |
Gets the index of the object's team.
Many BfObjects (such as TestItems) are never part of any particular team. For these objects, this method will return Team.Neutral
.
returns bool |
Determine if the item is active (i.e. its health is above the disbaledThreshold).
A player can activate an inactive item by repairing it. To set whether an EngineeredItem as active or disabled, use setHealth()
true
if the item is active, or false
if it is disabled
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inherited from Item |
Is item in a capture zone?
true
if item is held in a capture zone, false
if it is not.
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inherited from BfObject |
Determine if an object is selected in the editor.
This is useful for editor plugins only.
true
if the object is selected, false
if not.
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inherited from BfObject |
Removes the object from the current game or editor session.
May not be implemented for all objects.
Arg types: engineered: bool | returns nothing |
Sets whether the item can be destroyed when its health reaches zero.
engineered | true to make the item destructible, false to make it permanent |
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inherited from BfObject |
Sets an object's geometry.
geometry | The object's new geometry. |
Note that not all objects support changing geometry if the object has already been added to a game.
Arg types: healRate: int | returns nothing |
Sets the item's heal rate.
The specified healRate
will be the time, in seconds, it takes for the item to repair itself by 10. In practice, a heal rate of 1 makes an item effectively unkillable. If the item is assigned to the neutral team, it will not heal itself. Passing a negative value will generate an error.
healRate | The new heal rate. Specify 0 to disable healing. |
Arg types: health: num | returns nothing |
Set the current health of the item.
Health is specified as a number between 0 and 1 where 0 is completely dead and 1 is totally healthy. Values outside this range will be clamped to the valid range.
health | The item's new health, between 0 and 1. |
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inherited from BfObject |
Sets an object's user assigned id.
Users can assign an id to elements in the editor with the ! or # keys. Use this function to set this id from Lua. When called from an editor plugin, the value passed will be displayed in the editor when the player presses ! or #.
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inherited from BfObject |
Sets the owner of the object.
playerName | Name of player as a string. |
This method is intended to be used with bullets and other projectiles, not with game objects like zones.
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inherited from BfObject |
Set the object's position.
To set the full geometry of a more complex object, see the setGeom() method.
pos | The new position of the object. |
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inherited from BfObject |
Set whether an object is selected in the editor.
This is useful for editor plugins only.
selected | true to select the object, false to deselect it. |
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inherited from BfObject |
Assigns the object to a team.
teamIndex | Index of the team the object should be assigned to. (first team index is 1; there is no team 0) |
Instead of a team index, you can use the special team enums Team.Neutral
and Team.Hostile
.
Limitations: