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Bitfighter
021
The Bitfighter Lua Documentation - Robots, Levelgens, and Plugins
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Member Functions | |
| getActiveWeapon() | |
| Checks if the given module is active. | |
| getAngle() | |
| Get the angle of the Ship. | |
| getCaptureZone() | |
| Returns capture zone holding the item. [details] | |
| getEnergy() | |
| Gets the enegy of this ship. [details] | |
| getFlagCount() | |
| Get the number of flags carried by this Ship. [details] | |
| getGeom() | |
| Returns an object's geometry. [details] | |
| getHealth() | |
| Returns the health of this ship. [details] | |
| getId() | |
| Gets an object's user assigned id. [details] | |
| getLoadout() | |
| Get the current loadout. [details] | |
| getMountedItems() | |
| Get all Items carried by this Ship. [details] | |
| getObjType() | |
| Gets an object's ObjType. [details] | |
| getOwner() | |
| Gets an object's owner as a PlayerInfo. [details] | |
| getPlayerInfo() | |
| Get the PlayerInfo for this Ship. [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] | |
| getVel() | |
| Get the items's velocity. [details] | |
| hasFlag() | |
| Check if this Ship is carrying a flag. [details] | |
| isAlive() | |
| Check if this Ship is alive. [details] | |
| isInCaptureZone() | |
| Is item in a capture zone? [details] | |
| isModActive(module) | |
| Checks if the given module is active. [details] | |
| isSelected() | |
| Determine if an object is selected in the editor. [details] | |
| removeFromGame() | |
| Removes the object from the current game or editor session. [details] | |
| setAngle(angle) | |
| Sets the item's rotation angle. [details] | |
| setEnergy(energy) | |
| Set the current energy of this ship. [details] | |
| setGeom(geometry) | |
| Sets an object's geometry. [details] | |
| setHealth(health) | |
| Set the current health of this ship. [details] | |
| setId(id) | |
| Sets an object's user assigned id. [details] | |
| setLoadout(loadout) | |
| Sets the requested loadout for the ship. [details] | |
| setLoadout(w1, w2, w3, m1, m2) | |
| Convenience alias for setLoadout(table) [details] | |
| setLoadoutNow(loadout) | |
| Immediately sets the loadout for the ship. [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] | |
| setVel(vel) | |
| Sets the item's velocity. [details] | |
| returns Weapon |
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inherited from Item | |||||
| returns num |
Gets the enegy of this ship.
Energy is specified as a number between 0 and 1 where 0 means no energy and 1 means full energy.
| returns int |
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inherited from BfObject | |||||
Returns an object's geometry.
| returns num |
Returns the health of this ship.
Health is specified as a number between 0 and 1 where 0 is completely dead and 1 is full health.
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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 table |
Get the current loadout.
This method will return a table with the loadout in the following order:
Module 1, Module 2, Weapon 1, Weapon 2, Weapon 3
| returns table |
Get all Items carried by this Ship.
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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.
| returns PlayerInfo |
Get the PlayerInfo for this Ship.
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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.
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inherited from MoveObject | |||||
Get the items's velocity.
| returns bool |
| returns bool |
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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. | Arg types: module: Module | returns bool |
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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.
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inherited from MoveObject | ||||||
Sets the item's rotation angle.
Set the rotation angle (in radians) of this MoveObject
| angle | A rotation angle in radians |
| Arg types: energy: num | returns nothing |
Set the current energy of this ship.
Energy is specified as a number between 0 and 1 where 0 means no energy and 1 means full energy. Values outside this range will be clamped to the valid range.
| energy | A value between 0 and 1. |
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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: health: num | returns nothing |
Set the current health of this ship.
Health is specified as a number between 0 and 1 where 0 is completely dead and 1 is full health. Values outside this range will be clamped to the valid range.
| health | A value 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 #.
| Arg types: loadout: table | returns nothing |
Sets the requested loadout for the ship.
When setting the loadout, normal rules apply for updating the loadout, e.g. moving over a loadout zone.
This method will take a table with 5 entries in any order comprised of 3 weapons and 2 modules.
| loadout | The new loadout to request. |
| Arg types: loadout: table | returns nothing |
Immediately sets the loadout for the ship.
This method does not require that you follow normal loadout-switching rules.
The parameters for this method follow the same rules as Ship::setLoadout().
| loadout | The new loadout to set. |
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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:
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inherited from MoveObject | ||||||
Sets the item's velocity.
As with other functions that take a point as an input, you can also specify the x and y components as numeric arguments.
| vel | A point representing item's velocity. |