Difference between revisions of "Category:Player functions"

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* '''SetRespawnDelay'''  Probably should send this an integer or float.
 
* '''SetRespawnDelay'''  Probably should send this an integer or float.
 
* string '''GetActiveWeaponName'''() returns the [[Lua:weapon_classes]] of the weapon equipped by the player, eg. "ff_weapon_spanner"
 
* string '''GetActiveWeaponName'''() returns the [[Lua:weapon_classes]] of the weapon equipped by the player, eg. "ff_weapon_spanner"
* '''GiveWeapon'''(string) Give the player a weapon, specified by [[Lua:weapon_classes]]
+
* '''GiveWeapon'''(string, boolean) Give the player a weapon, specified by [[Lua:weapon_classes]]. If boolean is set to true, the player will autoswitch to this weapon.
 
* '''RemoveWeapon'''(string) Take from the player a weapon, specified by [[Lua:weapon_classes]]
 
* '''RemoveWeapon'''(string) Take from the player a weapon, specified by [[Lua:weapon_classes]]
 
* '''RemoveAllWeapons'''() Strip all the player's weapons.
 
* '''RemoveAllWeapons'''() Strip all the player's weapons.

Revision as of 17:50, 11 March 2010


Mapping for FF
The Basics

Setting up Hammer
Getting Started With Lua
Releasing a map

FF-specific Entities

Lua location system

Map Templates
FF Lua Documentation

Entity Typing
Entity Collections

Commands
Callbacks

Any player that's connected to the server can be accessed by the lua system. Once you have identified a specific player object you can use these functions to affect the player or get information about it.

Usage

CFFPlayer:function(parameters)

Example

function location_info:ontouch( touch_entity )

	-- set the location of the player
	if IsPlayer( touch_entity ) then
		local player = CastToPlayer( touch_entity )
		--this new variable is of type CFFPlayer; we can use any player function on it
		player:SetLocation(entity:GetId(), self.text, self.team)
	end
end
  • AddAmmo(Lua:Flags#Ammo, integer) Gives ammunition to the player
  • AddArmor(integer) Gives armor to the player
  • AddFrags(integer) Adds to the player's kill count
  • AddFortPoints(integer, string) Gives the player Fortress Points. String is an explanation for the points, eg. "Hunted Escape"
  • AddHealth(integer) Gives the player health points. Negative numbers will hurt the player
  • integer GetClass() Returns the class of the player as a number (0-9)
  • string GetClassName() Returns the class of the player as a string
  • string GetName() Returns the name of the player
  • integer GetArmor() Returns the player's armor level
  • integer GetMaxArmor() Returns the player's max armor
  • integer GetHealth() Returns the player's health points
  • integer GetMaxHealth() Returns the player's max health
  • boolean HasItem(string) returns true or false is the player is holding the named Lua:info_ff_script
  • boolean IsFeetDeepInWater()
  • boolean IsInNoBuild()
  • boolean IsUnderWater()
  • boolean IsWaistDeepInWater()
  • boolean IsInAttack1() Is the player pressing his *primary attack* key?
  • boolean IsInAttack2()
  • boolean IsInUse()
  • boolean IsInJump()
  • boolean IsInForward()
  • boolean IsInBack()
  • boolean IsInMoveLeft()
  • boolean IsInMoveRight()
  • boolean IsInLeft()
  • boolean IsInRight()
  • boolean IsInRun()
  • boolean IsInReload()
  • boolean IsInSpeed() same as walk?
  • boolean IsInWalk()
  • boolean IsInZoom()
  • boolean IsOnGround()
  • boolean IsInAir()
  • boolean IsDucking()
  • boolean IsGrenade1Primed() Player has a live frag grenade
  • boolean IsGrenade2Primed()
  • boolean IsGrenadePrimed()
  • integer GetAmmoInClip()
  • integer GetAmmoInClip( weaponname )
  • SetAmmoInClip( num )
  • SetAmmoInClip( weaponname, num )
  • integer GetAmmoCount( ammotype )
  • ReloadClips() magic reload!
  • boolean IsBot()
  • MarkRadioTag() No uses found
  • AddAmmo(Lua:Flags#Ammo, integer) Takes ammunition from the player
  • AddArmor(integer) Takes armor from the player
  • RemoveLocation(entityId) Clears the player's location info? Never used.
  • string GetLocation() Returns the current map location of the player
  • Respawn() Respawn the player.
  • SetDisguisable(boolean) Allow/disallow a spy to use disguise
  • boolean IsDisguisable() returns whether the player is allowed to disguise
  • SetCloakable(boolean) Allow/disallow a spy to use cloak
  • boolean IsCloakable() returns whether the player is allowed to cloak
  • SetRespawnable(boolean) Send false to make players stay dead (unable to respawn).
  • boolean IsRespawnable() See above.
  • SetLocation(entityId, string, Lua:Flags#Team) Sends text to the player's location HUD. Team determines the color of the text.
  • SetRespawnDelay Probably should send this an integer or float.
  • string GetActiveWeaponName() returns the Lua:weapon_classes of the weapon equipped by the player, eg. "ff_weapon_spanner"
  • GiveWeapon(string, boolean) Give the player a weapon, specified by Lua:weapon_classes. If boolean is set to true, the player will autoswitch to this weapon.
  • RemoveWeapon(string) Take from the player a weapon, specified by Lua:weapon_classes
  • RemoveAllWeapons() Strip all the player's weapons.
  • RemoveAllAmmo(boolean)
  • boolean IsCloaked()
  • boolean IsDisguised()
  • integer GetDisguisedClass()
  • integer GetDisguisedTeam()
  • AddEffect( Lua:Flags#EF, EFFECT_DURATION, ICON_DURATION, SPEED_MULTIPLIER ) Adds a status affect to the player
  • boolean IsEffectActive(Lua:Flags#EF)
  • RemoveEffect(Lua:Flags#EF) Cancels a status effect on the player
  • integer GetId() Gets the ID number of the player on the server
  • integer GetSteamID()
  • integer GetPing()
  • GetPacketloss()
  • boolean IsAlive()
  • Freeze(boolean) Stop the player from moving

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