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Bitfighter
021
The Bitfighter Lua Documentation - Robots, Levelgens, and Plugins
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Players return flags to a NexusZone in a Nexus game.
Member Functions | |
| NexusZone() | |
| Constructor. | |
| NexusZone(polyGeom) | |
| Constructor. [details] | |
| containsPoint(p) | |
Check whether p lies inside of this Zone. [details] | |
| getGeom() | |
| Returns an object's geometry. [details] | |
| getId() | |
| Gets an object's user assigned id. [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] | |
| getTeamIndex() | |
| Gets the index of the object's team. [details] | |
| isOpen() | |
| isSelected() | |
| Determine if an object is selected in the editor. [details] | |
| removeFromGame() | |
| Removes the object from the current game or editor session. [details] | |
| setClosedTime(seconds) | |
| Set the time (in seconds) that the Nexus will remain closed. [details] | |
| setGeom(geometry) | |
| Sets an object's geometry. [details] | |
| setId(id) | |
| Sets an object's user assigned id. [details] | |
| setOpen(open) | |
| Set whether the Nexus is open or close. [details] | |
| setOpenTime(seconds) | |
| Set the time (in seconds) that the Nexus should remain open. [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] | |
Players return flags to a NexusZone in a Nexus game.
NexusZone represents a flag return area in a Nexus game. It plays no role in any other game type. Nexus opening and closing times are actually game parameters, so these methods serve only as a convenient and intuitive way to access those parameters. Therefore, modifying the opening/closing schedule or status of any NexusZone will have the same effect on all NexusZones in the game.
| returns NexusZone |
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inherited from Zone | ||||||
Check whether p lies inside of this Zone.
Determines if p is contained by this zone, according to the winding number algorithm. Points which lie on boundary of the polygon are considered inside of it. If a polygon is self-intersecting, this method will return true as long as p lies within some non-self-intersection subpolygon.
| p | The point to check. |
true if p lies within the zone, false otherwise
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inherited from BfObject | |||||
Returns an object's geometry.
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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.
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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 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 |
true for open, false for closed.
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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: seconds: int | returns nothing |
Set the time (in seconds) that the Nexus will remain closed.
Pass 0 if the Nexus should never open, causing the Nexus to remain closed permanently. Passing a negative time will generate an error.
| seconds | Time in seconds that the Nexus should remain closed. |
Also note that in a level file, closing times are specified in fractions of minutes, whereas this method works with seconds.
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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.
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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 #.
| Arg types: open: bool | returns nothing |
Set whether the Nexus is open or close.
| open | true to open the Nexus, false to close it. |
| Arg types: seconds: int | returns nothing |
Set the time (in seconds) that the Nexus should remain open.
Pass 0 if the Nexus should never close, causing the Nexus to remain open permanently. Passing a negative time will generate an error.
| seconds | Time in seconds that the Nexus should remain open. |
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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: