09-14-2007, 09:17 PM | #1 |
Join Date: Mar 2007
Posts Rated Helpful 5 Times
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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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09-14-2007, 09:26 PM | #2 |
IRL Combat Medic
Join Date: Mar 2007
Location: Ethanol Land
Class/Position: D Medic Gametype: Conca Jumping Affiliations: ^iv Posts Rated Helpful 0 Times
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How about some explanations?
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09-14-2007, 09:30 PM | #3 |
Join Date: Apr 2007
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yea , what the hell do i do with all that mumbo jumbo
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09-14-2007, 09:39 PM | #4 |
IRL Combat Medic
Join Date: Mar 2007
Location: Ethanol Land
Class/Position: D Medic Gametype: Conca Jumping Affiliations: ^iv Posts Rated Helpful 0 Times
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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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I have a nasopharyngeal and webcam... First infraction! Flaming! |
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09-14-2007, 09:40 PM | #5 | |
Join Date: Mar 2007
Posts Rated Helpful 5 Times
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Quote:
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09-14-2007, 09:42 PM | #6 |
IRL Combat Medic
Join Date: Mar 2007
Location: Ethanol Land
Class/Position: D Medic Gametype: Conca Jumping Affiliations: ^iv Posts Rated Helpful 0 Times
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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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I have a nasopharyngeal and webcam... First infraction! Flaming! |
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09-14-2007, 10:01 PM | #7 | |
Join Date: Apr 2007
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Quote:
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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09-14-2007, 10:19 PM | #8 |
Join Date: Mar 2007
Posts Rated Helpful 5 Times
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it goes in <mapname>.lua
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09-14-2007, 10:37 PM | #9 |
IRL Combat Medic
Join Date: Mar 2007
Location: Ethanol Land
Class/Position: D Medic Gametype: Conca Jumping Affiliations: ^iv Posts Rated Helpful 0 Times
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Now where's the quad command?
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I have a nasopharyngeal and webcam... First infraction! Flaming! |
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09-14-2007, 10:59 PM | #10 |
Joystick Junkie
D&A Member
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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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I like chocolate milk. |
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09-14-2007, 11:00 PM | #11 | |
Join Date: Mar 2007
Posts Rated Helpful 5 Times
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Quote:
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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09-15-2007, 12:41 AM | #12 |
QUAD ROCKET
Server Owner
Fortress Forever Staff Join Date: Jul 2007
Class/Position: Soldier Gametype: Rocket Jumping Affiliations: -g1 ]qS[ -eC- :e0: [ESAD] Posts Rated Helpful 11 Times
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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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09-15-2007, 01:52 AM | #13 |
Join Date: May 2007
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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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09-15-2007, 04:44 AM | #14 | |
Join Date: Sep 2007
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Changing Names Of Teams:lua.txt
Quote:
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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09-15-2007, 02:30 PM | #15 |
Useless
Retired FF Staff
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Put that in ff_mapname.lua by the way.
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Look at all those dead links. |
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09-17-2007, 11:33 AM | #16 |
Nutcracker
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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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09-17-2007, 12:34 PM | #17 |
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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09-17-2007, 07:52 PM | #18 |
Join Date: Sep 2007
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I know it would take forever, but descriptions would be nice.
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09-17-2007, 08:54 PM | #19 |
Join Date: Sep 2007
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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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09-18-2007, 04:36 AM | #20 |
Useless
Retired FF Staff
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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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Look at all those dead links. Last edited by Circuitous; 09-18-2007 at 04:56 AM. |
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