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Old 09-14-2007, 09:17 PM   #1
nodnarb
 
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Lua Commands

Thanks AfterShok!

Global functions

// global functions
AddHudIcon , void * CFFPlayer * , const char * , const char * , int , int &FFLib::AddHudIcon ,
AddHudIcon , void * CFFPlayer * , const char * , const char * , int , int , int , int , int &FFLib::AddHudIcon ,
AddHudIconToAll , void * const char * , const char * , int , int , int , int , int &FFLib::AddHudIconToAll ,
AddHudText , &FFLib::AddHudText ,
AddHudTimer , &FFLib::AddHudTimer ,
AddSchedule , void * const char* , float , const luabind::adl::object& &FFLib::AddSchedule ,
AddSchedule , void * const char* , float , const luabind::adl::object& , const luabind::adl::object& &FFLib::AddSchedule ,
AddSchedule , void * const char* , float , const luabind::adl::object& , const luabind::adl::object& , const luabind::adl::object& &FFLib::AddSchedule ,
AddSchedule , void * const char* , float , const luabind::adl::object& , const luabind::adl::object& , const luabind::adl::object& , const luabind::adl::object& &FFLib::AddSchedule ,
AddSchedule , void * const char* , float , const luabind::adl::object& , const luabind::adl::object& , const luabind::adl::object& , const luabind::adl::object& , const luabind::adl::object& &FFLib::AddSchedule ,
AddScheduleRepeating , void * const char* , float , const luabind::adl::object& &FFLib::AddScheduleRepeatin g ,
AddScheduleRepeating , void * const char* , float , const luabind::adl::object& , const luabind::adl::object& &FFLib::AddScheduleRepeatin g ,
AddScheduleRepeating , void * const char* , float , const luabind::adl::object& , const luabind::adl::object& , const luabind::adl::object& &FFLib::AddScheduleRepeatin g ,
AddScheduleRepeating , void * const char* , float , const luabind::adl::object& , const luabind::adl::object& , const luabind::adl::object& , const luabind::adl::object& &FFLib::AddScheduleRepeatin g ,
AddScheduleRepeating , void * const char* , float , const luabind::adl::object& , const luabind::adl::object& , const luabind::adl::object& , const luabind::adl::object& , const luabind::adl::object& &FFLib::AddScheduleRepeatin g ,
AddScheduleRepeatingNotInfinitely , void * const char* , float , const luabind::adl::object& , int &FFLib::AddScheduleRepeatingNotInfinitely ,
AddScheduleRepeatingNotInfinitely , void * const char* , float , const luabind::adl::object& , int , const luabind::adl::object& &FFLib::AddScheduleRepeatin gNotInfinitely ,
AddScheduleRepeatingNotInfinitely , void * const char* , float , const luabind::adl::object& , int , const luabind::adl::object& , const luabind::adl::object& &FFLib::AddScheduleRepeatin gNotInfinitely ,
AddScheduleRepeatingNotInfinitely , void * const char* , float , const luabind::adl::object& , int , const luabind::adl::object& , const luabind::adl::object& , const luabind::adl::object& &FFLib::AddScheduleRepeatin gNotInfinitely ,
AddScheduleRepeatingNotInfinitely , void * const char* , float , const luabind::adl::object& , int , const luabind::adl::object& , const luabind::adl::object& , const luabind::adl::object& , const luabind::adl::object& &FFLib::AddScheduleRepeatin gNotInfinitely ,
ApplyToAll , &FFLib::ApplyToAll ,
ApplyToTeam , &FFLib::ApplyToTeam ,
ApplyToPlayer , &FFLib::ApplyToPlayer ,
AreTeamsAllied , bool * CTeam* , CTeam* &FFLib::AreTeamsAllied ,
AreTeamsAllied , bool * int , int &FFLib::AreTeamsAllied ,
BroadCastMessage , &FFLib::BroadcastMessage ,
BroadCastMessageToPlayer , &FFLib::SendPlayerMessage ,
BroadCastSound , &FFLib::BroadcastSound ,
BroadCastSoundToPlayer , &FFLib::SendPlayerSound ,
CastToBeam , &FFLib::CastToBeam ,
CastToPlayer , &FFLib::CastToPlayer ,
CastToInfoScript , &FFLib::CastToItemFlag ,
CastToTriggerScript , &FFLib::CastToTriggerScript ,
CastToTriggerClip , &FFLib::CastToTriggerClip ,
CastToGrenade , &FFLib::CastToGrenade ,
CastToDispenser , &FFLib::CastToDispenser ,
CastToSentrygun , &FFLib::CastToSentrygun ,
CastToDetpack , &FFLib::CastToDetpack ,
ConsoleToAll , &FFLib::ConsoleToAll ,
DeleteSchedule , &FFLib::DeleteSchedule ,
RemoveSchedule , &FFLib::RemoveSchedule ,
GetConvar , &FFLib::GetConvar ,
GetEntity , &FFLib::GetEntity ,
GetEntityByName , &FFLib::GetEntityByName ,
GetInfoScriptById , &FFLib::GetInfoScriptById ,
GetInfoScriptByName , &FFLib::GetInfoScriptByName ,
GetGrenade , &FFLib::GetGrenade ,
GetPacketloss , &FFLib::GetPacketloss ,
GetPing , &FFLib::GetPing ,
GetPlayer , &FFLib::GetPlayer ,
GetPlayerByID , &FFLib::GetPlayerByID , // TEMPORARY
GetServerTime , &FFLib::GetServerTime ,
GetSteamID , &FFLib::GetSteamID ,
GetTeam , &FFLib::GetTeam ,
GetTriggerScriptByName , &FFLib::GetTriggerScriptByName ,
GoToIntermission , &FFLib::GoToIntermission ,
IncludeScript , &FFLib::IncludeScript ,
IsPlayer , &FFLib::IsPlayer ,
IsDispenser , &FFLib::IsDispenser ,
IsSentrygun , &FFLib::IsSentrygun ,
IsDetpack , &FFLib::IsDetpack ,
IsGrenade , &FFLib::IsGrenade ,
IsTurret , &FFLib::IsTurret ,
KillAndRespawnAllPlayers , &FFLib::KillAndRespawnAllPlayers ,
NumPlayers , &FF_NumPlayers ,
OutputEvent , void * const char* , const char* &FFLib::FireOutput ,
OutputEvent , void * const char* , const char* , const char* &FFLib::FireOutput ,
OutputEvent , void * const char* , const char* , const char* , float &FFLib::FireOutput ,
OutputEvent , void * const char* , const char* , const char* , float , unsigned int &FFLib::FireOutput ,
PrecacheModel , &CBaseEntity::PrecacheModel ,
PrecacheSound , &CBaseEntity::PrecacheScriptSound ,
PrintBool , &FFLib::PrintBool ,
RandomFloat , &FFLib::RandomFloat ,
RandomInt , &FFLib::RandomInt ,
RemoveEntity , &FFLib::RemoveEntity ,
RemoveHudItem , &FFLib::RemoveHudItem ,
RemoveHudItemFromAll , &FFLib::RemoveHudItemFromAll ,
RespawnAllPlayers , &FFLib::RespawnAllPlayers ,
ResetMap , &FFLib::ResetMap ,
SetGlobalRespawnDelay , &FFLib::SetGlobalRespawnDelay ,
SetPlayerLimit , &FFLib::SetPlayerLimit ,
SetPlayerLimits , &FFLib::SetPlayerLimits ,
SetClassLimits , &FFLib::SmartClassLimits ,
SetConvar , &FFLib::SetConvar ,
SetTeamClassLimit , &FFLib::SetTeamClassLimit ,
SetTeamName , &FFLib::SetTeamName ,
SmartMessage , &FFLib::SmartMessage ,
SmartSound , &FFLib::SmartSound ,
SmartTeamMessage , &FFLib::SmartTeamMessage ,
SmartTeamSound , &FFLib::SmartTeamSound ,
SpeakAll , &FFLib::SpeakAll ,
SpeakPlayer , &FFLib::SpeakPlayer ,
SpeakTeam , &FFLib::SpeakTeam

player:functions

class_<CFFPlayer , CBasePlayer> Player
AddAmmo , &CFFPlayer::LuaAddAmmo
AddArmor , &CFFPlayer::AddArmor
AddFrags , &CFFPlayer::IncrementFragCount
AddFortPoints , &CFFPlayer::AddFortPoints
AddHealth , &CFFPlayer::AddHealth
GetClass , &CFFPlayer::GetClassSlot
GetName , &CFFPlayer::GetPlayerName
GetArmor , &CFFPlayer::GetArmor
GetMaxArmor , &CFFPlayer::GetMaxArmor
GetHealth , &CFFPlayer::GetHealth
GetMaxHealth , &CFFPlayer::GetMaxHealth
HasItem , &CFFPlayer::HasItem
IsFeetDeepInWater , &CFFPlayer::IsFeetDeepInWater
IsInNoBuild , &CFFPlayer::IsInNoBuild
IsUnderWater , &CFFPlayer::IsUnderWater
IsWaistDeepInWater , &CFFPlayer::IsWaistDeepInWater
IsInAttack1 , &CFFPlayer::IsInAttack1
IsInAttack2 , &CFFPlayer::IsInAttack2
IsInUse , &CFFPlayer::IsInUse
IsInJump , &CFFPlayer::IsInJump
IsInForward , &CFFPlayer::IsInForward
IsInBack , &CFFPlayer::IsInBack
IsInMoveLeft , &CFFPlayer::IsInMoveLeft
IsInMoveRight , &CFFPlayer::IsInMoveRight
IsInLeft , &CFFPlayer::IsInLeft
IsInRight , &CFFPlayer::IsInRight
IsInRun , &CFFPlayer::IsInRun
IsInReload , &CFFPlayer::IsInReload
IsInSpeed , &CFFPlayer::IsInSpeed
IsInWalk , &CFFPlayer::IsInWalk
IsInZoom , &CFFPlayer::IsInZoom
IsOnGround , &CFFPlayer::IsOnGround
IsInAir , &CFFPlayer::IsInAir
IsDucking , &CFFPlayer::IsDucking
MarkRadioTag , &CFFPlayer::SetRadioTagged
// RemoveAmmo , void CFFPlayer::* int , const char* &CFFPlayer::RemoveAmmo
RemoveAmmo , &CFFPlayer::LuaRemoveAmmo
RemoveArmor , &CFFPlayer::RemoveArmor
RemoveLocation , &CFFPlayer::RemoveLocation
Respawn , &CFFPlayer::KillAndRemoveItems
SetDisguisable , &CFFPlayer::SetDisguisable
IsDisguisable , &CFFPlayer::GetDisguisable
SetCloakable , &CFFPlayer::SetCloakable
IsCloakable , &CFFPlayer::IsCloakable
SetRespawnable , &CFFPlayer::SetRespawnable
IsRespawnable , &CFFPlayer::IsRespawnable
SetLocation , &CFFPlayer::SetLocation
SetRespawnDelay , &CFFPlayer::LUA_SetPlayerRespawnDelay
// InstaSwitch , &CFFPlayer::InstaSwitch -- doing this as part of ApplyToPlayer
GetActiveWeaponName , &CFFPlayer::GetActiveWeaponName
GiveWeapon , &CFFPlayer::GiveNamedItem
RemoveWeapon , &CFFPlayer::TakeNamedItem
RemoveAllWeapons , &CFFPlayer::RemoveAllItems
IsFeigned , &CFFPlayer::IsCloaked // need to remove this one eventually!
IsCloaked , &CFFPlayer::IsCloaked
IsDisguised , &CFFPlayer::IsDisguised
GetDisguisedClass , &CFFPlayer::GetDisguisedClass
GetDisguisedTeam , &CFFPlayer::GetDisguisedTeam
AddEffect , &CFFPlayer::LuaAddEffect
IsEffectActive , &CFFPlayer::LuaIsEffectActive
RemoveEffect , &CFFPlayer::LuaRemoveEffect
GetSteamID , &CFFPlayer::GetSteamID
GetPing , &CFFPlayer::GetPing
GetPacketloss , &CFFPlayer::GetPacketloss
IsAlive , &CFFPlayer::IsAlive


team:functions


// CTeam
class_<CTeam> BaseTeam
AddScore , &CTeam::AddScore
GetNumPlayers , &CTeam::GetNumPlayers
GetPlayer , &CTeam::GetPlayer
GetTeamId , &CTeam::GetTeamNumber
SetName , &CTeam::SetName ,

// CFFTeam
class_<CFFTeam , CTeam> Team
SetAllies , &CFFTeam::SetEasyAllies
SetClassLimit , &CFFTeam::SetClassLimit
SetPlayerLimit , &CFFTeam::SetTeamLimits
.enum_ TeamId
[
kUnassigned , TEAM_UNASSIGNED ,
kSpectator , TEAM_SPECTATOR ,
kBlue , TEAM_BLUE ,
kRed , TEAM_RED ,
kYellow , TEAM_YELLOW ,
kGreen , TEAM_GREEN
]


buildable:functions

// Buildable base
class_<CFFBuildableObject> BaseBuildable
GetTeamId , &CFFBuildableObject::GetTeamNumber
GetOwner , &CFFBuildableObject::GetOwnerPlayer
GetTeam , &CFFBuildableObject::GetOwnerTeam ,
// GetTeamId , &CFFBuildableObject::GetOwnerTeamId ,

// Dispenser
class_<CFFDispenser , CFFBuildableObject> Dispenser ,

// Sentrygun
class_<CFFSentryGun , CFFBuildableObject> Sentrygun
GetLevel , &CFFSentryGun::GetLevel ,


Giving / receiving damage

class_<CFFGrenadeBase , CBaseEntity> Grenade
Type , &CFFGrenadeBase::GetGrenId
.enum_ GrenId
[
kNormal , CLASS_GREN ,
kCaltrop , CLASS_GREN_CALTROP ,
kNail , CLASS_GREN_NAIL ,
kMirv , CLASS_GREN_MIRV ,
kMirvlet , CLASS_GREN_MIRVLET ,
kConc , CLASS_GREN_CONC ,
kNapalm , CLASS_GREN_NAPALM ,
kGas , CLASS_GREN_GAS ,
kEmp , CLASS_GREN_EMP
] ,

// CTakeDamageInfo
class_<CTakeDamageInfo> Damage
GetAttacker , &CTakeDamageInfo::GetAttacker
GetInflictor , &CTakeDamageInfo::GetInflictor
GetDamage , &CTakeDamageInfo::GetDamage
GetDamageForce , &CTakeDamageInfo::GetDamageForce
GetDamagePosition , &CTakeDamageInfo::GetDamagePosition
GetDamageType , int CTakeDamageInfo::* void &CTakeDamageInfo::G etDamageType
GetAmmoType , &CTakeDamageInfo::GetAmmoTypeLua
SetDamage , &CTakeDamageInfo::SetDamage
.enum_ DamageTypes
[
kGeneric , DMG_GENERIC ,
kCrush , DMG_CRUSH ,
kBullet , DMG_BULLET ,
kSlash , DMG_SLASH ,
kBurn , DMG_BURN ,
kVehicle , DMG_VEHICLE ,
kFall , DMG_FALL ,
kBlast , DMG_BLAST ,
kClub , DMG_CLUB ,
kShock , DMG_SHOCK ,
kSonic , DMG_SONIC ,
kEnergyBeam , DMG_ENERGYBEAM ,
kPreventPhysForce , DMG_PREVENT_PHYSICS_FORCE ,
kNeverGib , DMG_NEVERGIB ,
kAlwaysGib , DMG_ALWAYSGIB ,
kDrown , DMG_DROWN ,
kTimeBased , DMG_TIMEBASED ,
kParalyze , DMG_PARALYZE ,
kNerveGas , DMG_NERVEGAS ,
kPoison , DMG_POISON ,
kRadiation , DMG_RADIATION ,
kDrownRecover , DMG_DROWNRECOVER ,
kAcid , DMG_ACID ,
kSlowBurn , DMG_SLOWBURN ,
kRemoveNoRagdoll , DMG_REMOVENORAGDOLL ,
kPhysgun , DMG_PHYSGUN ,
kPlasma , DMG_PLASMA ,
kAirboat , DMG_AIRBOAT ,
kDissolve , DMG_DISSOLVE ,
kBlastSurface , DMG_BLAST_SURFACE ,
kDirect , DMG_DIRECT ,
kBuckshot , DMG_BUCKSHOT ,
kGibCorpose , DMG_GIB_CORPSE ,
kShownHud , DMG_SHOWNHUD ,
kNoPhysForce , DMG_NO_PHYSICS_FORCE
]


Constants

.enum_ AmmoType
[
kShells , LUA_AMMO_SHELLS ,
kCells , LUA_AMMO_CELLS ,
kNails , LUA_AMMO_NAILS ,
kRockets , LUA_AMMO_ROCKETS ,
kDetpack , LUA_AMMO_DETPACK ,
kGren1 , LUA_AMMO_GREN1 ,
kGren2 , LUA_AMMO_GREN2 ,
kInvalid , LUA_AMMO_INVALID
] ,

class_<CFFEntity_Effect_Flags> EF
.enum_ EffectFlagId
[
kOnfire , LUA_EF_ONFIRE ,
kConc , LUA_EF_CONC ,
kGas , LUA_EF_GAS ,
kInfect , LUA_EF_INFECT ,
kRadiotag , LUA_EF_RADIOTAG ,
kHeadshot , LUA_EF_HEADSHOT ,
kLegshot , LUA_EF_LEGSHOT ,
kTranq , LUA_EF_TRANQ ,
kCaltrop , LUA_EF_CALTROP ,
kACSpinup , LUA_EF_ACSPINUP ,
kSniperrifle , LUA_EF_SNIPERRIFLE ,
kSpeedlua1 , LUA_EF_SPEED_LUA1 ,
kSpeedlua2 , LUA_EF_SPEED_LUA2 ,
kSpeedlua3 , LUA_EF_SPEED_LUA3 ,
kSpeedlua4 , LUA_EF_SPEED_LUA4 ,
kSpeedlua5 , LUA_EF_SPEED_LUA5 ,
kSpeedlua6 , LUA_EF_SPEED_LUA6 ,
kSpeedlua7 , LUA_EF_SPEED_LUA7 ,
kSpeedlua8 , LUA_EF_SPEED_LUA8 ,
kSpeedlua9 , LUA_EF_SPEED_LUA9 ,
kSpeedlua10 , LUA_EF_SPEED_LUA10
] ,

class_<CFFEntity_ApplyTo_Flags> AT
.enum_ ApplyToFlagId
[
kKillPlayers , AT_KILL_PLAYERS ,
kRespawnPlayers , AT_RESPAWN_PLAYERS ,
kDropItems , AT_DROP_ITEMS ,
kForceDropItems , AT_FORCE_DROP_ITEMS ,
kThrowItems , AT_THROW_ITEMS ,
kForceThrowItems , AT_FORCE_THROW_ITEMS ,
kReturnCarriedItems , AT_RETURN_CARRIED_ITEMS ,
kReturnDroppedItems , AT_RETURN_DROPPED_ITEMS ,
kRemoveRagdolls , AT_REMOVE_RAGDOLLS ,
kRemovePacks , AT_REMOVE_PACKS ,
kRemoveProjectiles , AT_REMOVE_PROJECTILES ,
kRemoveBuildables , AT_REMOVE_BUILDABLES ,
kRemoveDecals , AT_REMOVE_DECALS ,
kEndMap , AT_END_MAP ,
kReloadClips , AT_RELOAD_CLIPS ,
kAllowRespawn , AT_ALLOW_RESPAWN ,
kDisallowRespawn , AT_DISALLOW_RESPAWN ,

kChangeClassScout , AT_CHANGECLASS_SCOUT ,
kChangeClassSniper , AT_CHANGECLASS_SNIPER ,
kChangeClassSoldier , AT_CHANGECLASS_SOLDIER ,
kChangeClassDemoman , AT_CHANGECLASS_DEMOMAN ,
kChangeClassMedic , AT_CHANGECLASS_MEDIC ,
kChangeClassHWGuy , AT_CHANGECLASS_HWGUY ,
kChangeClassPyro , AT_CHANGECLASS_PYRO ,
kChangeClassSpy , AT_CHANGECLASS_SPY ,
kChangeClassEngineer , AT_CHANGECLASS_ENGINEER ,
kChangeClassCivilian , AT_CHANGECLASS_CIVILIAN ,
kChangeClassRandom , AT_CHANGECLASS_RANDOM ,

kChangeTeamBlue , AT_CHANGETEAM_BLUE ,
kChangeTeamRed , AT_CHANGETEAM_RED ,
kChangeTeamYellow , AT_CHANGETEAM_YELLOW ,
kChangeTeamGreen , AT_CHANGETEAM_GREEN ,
kChangeTeamSpectator , AT_CHANGETEAM_SPEC ,

kStopPrimedGrens , AT_STOP_PRIMED_GRENS
] ,

class_<CFFEntity_HudItemTypes> Hud
.enum_ HudItemTypes
[
kIcon , LUA_HUD_ITEM_ICON ,
kText , LUA_HUD_ITEM_TEXT ,
kTimer , LUA_HUD_ITEM_TIMER ,
kRemove , LUA_HUD_ITEM_REMOVE
] ,

class_<CFFEntity_AllowFlags> AllowFlags
.enum_ AllowFlags
[
kOnlyPlayers , kAllowOnlyPlayers ,
kBlue , kAllowBlueTeam ,
kRed , kAllowRedTeam ,
kYellow , kAllowYellowTeam ,
kGreen , kAllowGreenTeam
] ,

class_<CFFEntity_ClipFlags> ClipFlags
.enum_ ClipFlags
[
kClipPlayers , LUA_CLIP_FLAG_PLAYERS ,
kClipTeamBlue , LUA_CLIP_FLAG_TEAMBLUE ,
kClipTeamRed , LUA_CLIP_FLAG_TEAMRED ,
kClipTeamYellow , LUA_CLIP_FLAG_TEAMYELLOW ,
kClipTeamGreen , LUA_CLIP_FLAG_TEAMGREEN ,
kClipGrenades , LUA_CLIP_FLAG_GRENADES ,
kClipProjectiles , LUA_CLIP_FLAG_PROJECTILES
]
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Old 09-14-2007, 09:26 PM   #2
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How about some explanations?
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Old 09-14-2007, 09:30 PM   #3
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yea , what the hell do i do with all that mumbo jumbo
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Old 09-14-2007, 09:39 PM   #4
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Looks like copied and pasted sauce. Equivalent of this is trying to use the stdio.h file content to teach someone to program in C .
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Old 09-14-2007, 09:40 PM   #5
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Quote:
Originally Posted by zSilver_Fox
Looks like copied and pasted sauce. Equivalent of this is trying to use the stdio.h file content to teach someone to program in C .
Your guess is as good as mine. I was just helping people.
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Old 09-14-2007, 09:42 PM   #6
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I don't wish to be a jackass, but that helps out only a little bit... more documentation as to how these various commands are used would help out greatly, as not everyone's up to date on their C based languages.
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Old 09-14-2007, 10:01 PM   #7
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Quote:
Originally Posted by zSilver_Fox
not everyone's up to date on their C based languages.
im up to F based language.. fail...
but serious all that stuff there... does it go in the folder of my map or something ? or is it stuff i type somewhere in hammer ?!!??
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Old 09-14-2007, 10:19 PM   #8
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it goes in <mapname>.lua
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Old 09-14-2007, 10:37 PM   #9
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Now where's the quad command?
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Old 09-14-2007, 10:59 PM   #10
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How do you chyange the names of the teams? How do you set up a map like Push?
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Old 09-14-2007, 11:00 PM   #11
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Quote:
Originally Posted by zSilver_Fox
Now where's the quad command?
I'm still figuring that out. I am having so many issues with Lua right now. I wish Caesium would help me. =[ lol

In a map by the trepids in the beta build, they did quad push on the weapons, and then you would be able to disable all damage, which would be good.
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Old 09-15-2007, 12:41 AM   #12
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Thanks, this helps a ton

Now if I could only get the full list of forwards :P

Here are the 3 I found so far:
player_onconc
player_ontranq
player_ondamage

Last edited by hlstriker; 09-15-2007 at 12:53 AM.
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Old 09-15-2007, 01:52 AM   #13
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This is where the mapping community says "This is why we wanted all this crap before release." We still love you guys... we're just bitter about our love.
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Old 09-15-2007, 04:44 AM   #14
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Changing Names Of Teams:lua.txt

Quote:
Originally Posted by SizeableSSonic
How do you chyange the names of the teams?


function startup()
SetPlayerLimit( Team.kBlue, 0 )
SetPlayerLimit( Team.kRed, 0 )
SetPlayerLimit( Team.kYellow, -1 )
SetPlayerLimit( Team.kGreen, -1 )

SetTeamName( Team.kRed, "FFbetterthanTF2" )
SetTeamName( Team.kBlue, "TF2noLongerWanted" )
end




From my current map I am working on........although the teams names above are not what I'm actually using in the map


*Frags*
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Old 09-15-2007, 02:30 PM   #15
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Put that in ff_mapname.lua by the way.
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Old 09-17-2007, 11:33 AM   #16
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How do we call the function Damage:SetDamage( custom [float] )?

How can we convert a number type variable into a custom [float]?

Damage:GetDamage() returns a 12-precision float (0.000000000000 for example) and it's converted into a double-precision number automatically, but how can we do the opposite?

This is essential for making invincibility and quad damage.

Last edited by A1win; 09-17-2007 at 11:39 AM.
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Old 09-17-2007, 12:34 PM   #17
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The language is suppose to be type unspecific in terms of argument passing and variables, so it's not suppose to matter if you fed it a 2 or a 2.47345789347...
Either we are not using setDamage() correctly and it does indeed work, or there is something wrong going on in the C++ side of things where C++ is expecting a one type, but somewhere it's getting converted to a different, incompatible type.
I've really messed with this too, attempting to see if I am able to modify a weapon's power based on what team it is attacking. (EG: the hunted map, AR is just a little too powerful on the prez, imagine he has a bullet proof vest, sniper bullets would be armor piercing, the AR should not fire armor piercing bullets -a server I frequent wants this mod)
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Old 09-17-2007, 07:52 PM   #18
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I know it would take forever, but descriptions would be nice.
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Old 09-17-2007, 08:54 PM   #19
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The dev team has mentioned that it'll all be documented in the Wiki that'll be coming soon. However some of the functions don't work like they should, and there is also much room for improvement on the system.
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Old 09-18-2007, 04:36 AM   #20
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I'm working with DrEvil to write this into a READABLE form and get it to you guys as soon as possible. Patience! Everything will be at your disposal soon.

Edit: THIS IS GONNA TAKE A WHILE. Damn.

Some bugs have been sorted out in Lua implementation, and a few new things added (hooray for concmappers). And I've learned a lot about Lua in the process.

There's a lot left to be done with this guide so I'm gonna work on it some more tomorrow. For now, I need sleep.
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Last edited by Circuitous; 09-18-2007 at 04:56 AM.
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