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	<updated>2026-05-08T15:06:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:info_ff_script_mulch&amp;diff=2969</id>
		<title>Lua:info ff script mulch</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:info_ff_script_mulch&amp;diff=2969"/>
		<updated>2006-07-19T01:55:53Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
An info_ff_script is a point-based scriptable entity.  If you are familiar with TFC&amp;#039;s entities, this entity is &amp;#039;&amp;#039;somewhat&amp;#039;&amp;#039; similiar to [http://tf.valve-erc.com/kbase.php?id=1 info_tfgoals] and [http://tf.valve-erc.com/kbase.php?id=2 item_tfgoals]; however, the scriptability behind this entity makes it a great deal more flexibile.&lt;br /&gt;
&lt;br /&gt;
info_ff_script entities represent items that can affect, and be affected by players. Such items might be the flags in a CTF map, or the armor, health and ammo packs in a respawn room.&lt;br /&gt;
&lt;br /&gt;
==Using info_ff_script&amp;#039;s==&lt;br /&gt;
info_ff_script&amp;#039;s are placed in a map through Hammer just like placing any point-based entity. If you are unfamiliar with this process, [http://www.whitehouse.gov suck a dick].&lt;br /&gt;
&lt;br /&gt;
It is important that any info_ff_script have a name. You can give it a name in Hammer. The name you choose for the entity is what is used in your map&amp;#039;s LUA file to tie the info_ff_script entity to an actual useable object in-game.&lt;br /&gt;
&lt;br /&gt;
Example info_ff_script names are: &amp;quot;red_flag&amp;quot;, &amp;quot;resup_pack&amp;quot;, &amp;quot;blue_armor&amp;quot;, &amp;quot;yellow_healthkit&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
==The Flexibility - The Confusion==&lt;br /&gt;
Because info_ff_script&amp;#039;s can be used for such a wide array of purposes, the amount of ways to interact and retrieve information from them can be overwhelming.&lt;br /&gt;
&lt;br /&gt;
Alright... going to bed for the night.&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:info_ff_script_mulch&amp;diff=2968</id>
		<title>Lua:info ff script mulch</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:info_ff_script_mulch&amp;diff=2968"/>
		<updated>2006-07-19T01:47:56Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
An info_ff_script is a point-based scriptable entity.  If you are familiar with TFC&amp;#039;s entities, this entity is &amp;#039;&amp;#039;somewhat&amp;#039;&amp;#039; similiar to [http://tf.valve-erc.com/kbase.php?id=1 info_tfgoals] and [http://tf.valve-erc.com/kbase.php?id=2 item_tfgoals]; however, the scriptability behind this entity makes it a great deal more flexibile.&lt;br /&gt;
&lt;br /&gt;
info_ff_script entities represent items that can affect, and be affected by players. Such items might be the flags in a CTF map, or the armor, health and ammo packs in a respawn room.&lt;br /&gt;
&lt;br /&gt;
==Using info_ff_script&amp;#039;s==&lt;br /&gt;
info_ff_script&amp;#039;s are placed in a map through Hammer just like placing any point-based entity. If you are unfamiliar with this process, [http://www.whitehouse.gov suck a dick].&lt;br /&gt;
&lt;br /&gt;
It is important that any info_ff_script have a name. You can give it a name in Hammer. The name you choose for the entity is what is used in your map&amp;#039;s LUA file to tie the info_ff_script entity to an actual useable object in-game.&lt;br /&gt;
&lt;br /&gt;
Example info_ff_script names are: &amp;quot;red_flag&amp;quot;, &amp;quot;resup_pack&amp;quot;, &amp;quot;blue_armor&amp;quot;, &amp;quot;yellow_healthkit&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
==The Flexibility - The Confusion==&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:info_ff_script_mulch&amp;diff=2967</id>
		<title>Lua:info ff script mulch</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:info_ff_script_mulch&amp;diff=2967"/>
		<updated>2006-07-19T01:40:20Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
An info_ff_script is a point-based scriptable entity.  If you are familiar with TFC&amp;#039;s entities, this entity is &amp;#039;&amp;#039;somewhat&amp;#039;&amp;#039; similiar to [http://tf.valve-erc.com/kbase.php?id=1 info_tfgoals] and [http://tf.valve-erc.com/kbase.php?id=2 item_tfgoals]; however, the scriptability behind this entity makes it a great deal more flexibile.&lt;br /&gt;
&lt;br /&gt;
info_ff_script entities represent items that can affect, and be affected by players. Such items might be the flags in a CTF map, or the armor, health and ammo packs in a respawn room.&lt;br /&gt;
&lt;br /&gt;
==Using info_ff_script&amp;#039;s==&lt;br /&gt;
info_ff_script&amp;#039;s are placed in a map through Hammer just like placing any point-based entity. If you are unfamiliar with this process, [http://www.whitehouse.com suck a dick].&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:info_ff_script_mulch&amp;diff=2966</id>
		<title>Lua:info ff script mulch</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:info_ff_script_mulch&amp;diff=2966"/>
		<updated>2006-07-19T01:34:43Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
An info_ff_script is a point-based scriptable entity.  If you are familiar with TFC&amp;#039;s entities, this entity is &amp;#039;&amp;#039;somewhat&amp;#039;&amp;#039; similiar to [http://tf.valve-erc.com/kbase.php?id=1 info_tfgoals] and [http://tf.valve-erc.com/kbase.php?id=2 item_tfgoals]; however, the scriptability behind this entity makes it a great deal more flexibile.&lt;br /&gt;
&lt;br /&gt;
info_ff_script entities represent items that can affect, and be affected by players. Such items might be the flags in a CTF map, or the armor, health and ammo packs in a respawn room.&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:SetTeamName&amp;diff=2855</id>
		<title>Lua:SetTeamName</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:SetTeamName&amp;diff=2855"/>
		<updated>2006-06-20T13:56:20Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==SetTeamName==&lt;br /&gt;
&lt;br /&gt;
SetTeamClassName is used to set the name of a team in game (instead of just &amp;quot;Red Team&amp;quot;, or &amp;quot;Blue Team&amp;quot;). It must be placed in your map&amp;#039;s startup() function and gets passed 2 parameters:&lt;br /&gt;
&amp;lt;pre&amp;gt;SetTeamClassLimit( team, name )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
team - team to set limits on&lt;br /&gt;
name - [a string] the name of the team (like &amp;quot;Attackers&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, we will make red team be called &amp;quot;Flag Hoppers&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
===Example .LUA startup() function===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function startup()&lt;br /&gt;
     -- Make red team&amp;#039;s name be &amp;quot;Flag Hoppers&amp;quot;&lt;br /&gt;
     SetTeamName( RED_TEAM, &amp;quot;Flag Hoppers&amp;quot; )&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2854</id>
		<title>Lua Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2854"/>
		<updated>2006-06-20T13:53:48Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* Manipulating Teams */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
LUA Commands are functions LUA can use to call into game code to do something and usually return a result. These are also referred to as &amp;quot;entry points&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Communicating with player==&lt;br /&gt;
*BroadCastMessage&lt;br /&gt;
*BroadCastMessageToPlayer&lt;br /&gt;
*BroadCastSound&lt;br /&gt;
*BroadCastSoundToPlayer&lt;br /&gt;
*ConsoleToAll&lt;br /&gt;
*EmitSound&lt;br /&gt;
*SmartMessage&lt;br /&gt;
*SmartSound&lt;br /&gt;
*SmartTeamMessage&lt;br /&gt;
*SmartTeamSound&lt;br /&gt;
&lt;br /&gt;
==Interfacing with map entities==&lt;br /&gt;
*CloseDoor&lt;br /&gt;
*FireOutput&lt;br /&gt;
*LockButton&lt;br /&gt;
*LockDoor&lt;br /&gt;
*OpenDoor&lt;br /&gt;
*PressButton&lt;br /&gt;
*ToggleDoor&lt;br /&gt;
*SpawnEntityAtPlayer&lt;br /&gt;
*UnlockButton&lt;br /&gt;
*UnlockDoor&lt;br /&gt;
*UseEntity&lt;br /&gt;
&lt;br /&gt;
==Finding Information about the Players==&lt;br /&gt;
*GetPlayer&lt;br /&gt;
*GetPlayerClass&lt;br /&gt;
*GetPlayerOnTeam&lt;br /&gt;
*GetPlayerName&lt;br /&gt;
*GetPlayerTeam&lt;br /&gt;
*NumPlayers&lt;br /&gt;
*NumPlayersOnTeam&lt;br /&gt;
&lt;br /&gt;
==Manipulating Players==&lt;br /&gt;
*AddAmmo&lt;br /&gt;
*AddFrags&lt;br /&gt;
*AddHealth&lt;br /&gt;
*AddArmor&lt;br /&gt;
*[[LUA:IsPlayer|IsPlayer]]&lt;br /&gt;
*IsPlayerFeetDeepInWater&lt;br /&gt;
*IsPlayerUnderWater&lt;br /&gt;
*IsPlayerWaistDeepInWater&lt;br /&gt;
*MarkRadioTag&lt;br /&gt;
*RemoveAmmo&lt;br /&gt;
*RespawnAllPlayers&lt;br /&gt;
*RespawnPlayer&lt;br /&gt;
*SetPlayerDisguisable&lt;br /&gt;
*SetPlayerRespawnDelay&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with locations:&amp;#039;&amp;#039;&lt;br /&gt;
*SetPlayerLocation&lt;br /&gt;
*RemoveLocation&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nobuild areas:&amp;#039;&amp;#039;&lt;br /&gt;
*[[LUA:IsPlayerInNoBuild|IsPlayerInNoBuild]]&lt;br /&gt;
&lt;br /&gt;
==Manipulating Teams==&lt;br /&gt;
*AddTeamScore&lt;br /&gt;
*IsTeam1AlliedToTeam2&lt;br /&gt;
*[[LUA:SetTeamAllies|SetTeamAllies]]&lt;br /&gt;
*[[LUA:SetTeamClassLimit|SetTeamClassLimit]]&lt;br /&gt;
*[[LUA:SetTeamPlayerLimit|SetTeamPlayerLimit]]&lt;br /&gt;
*[[LUA:SetTeamName|SetTeamName]]&lt;br /&gt;
*[[LUA:SmartClassLimits|SmartClassLimits]]&lt;br /&gt;
&lt;br /&gt;
==Manipulating Grenades==&lt;br /&gt;
*[[LUA:IsGrenade|IsGrenade]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nogren areas:&amp;#039;&amp;#039;&lt;br /&gt;
*[[LUA:IsGrenInNoGren|IsGrenInNoGren]]&lt;br /&gt;
&lt;br /&gt;
==Item/Flag related==&lt;br /&gt;
*DropItem&lt;br /&gt;
*Pickup&lt;br /&gt;
*PlayerHasItem&lt;br /&gt;
*RemoveItem&lt;br /&gt;
*Respawn&lt;br /&gt;
*ReturnItem&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
*GetObjectsTeam&lt;br /&gt;
*IncludeScript&lt;br /&gt;
*[[IsDispenser|IsDispenser]]&lt;br /&gt;
*IsObjectsOriginInWater&lt;br /&gt;
*IsObjectsOriginInSlime&lt;br /&gt;
*[[IsSentrygun|IsSentrygun]]&lt;br /&gt;
*PrecacheModel&lt;br /&gt;
*PrecacheSound&lt;br /&gt;
*Random / rand&lt;br /&gt;
*SetGlobalRespawnDelay&lt;br /&gt;
*SetModel&lt;br /&gt;
&lt;br /&gt;
==Special Things==&lt;br /&gt;
*[[LUA:Map Location System|Map Location System]]&lt;br /&gt;
*[[LUA:nobuild|No Build Areas - &amp;quot;nobuild&amp;quot;]]&lt;br /&gt;
*[[LUA:nogrens|No Grenade Areas - &amp;quot;nogrens&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsSentrygun&amp;diff=2853</id>
		<title>Lua:IsSentrygun</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsSentrygun&amp;diff=2853"/>
		<updated>2006-06-19T20:26:42Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IsSentrygun==&lt;br /&gt;
&lt;br /&gt;
IsSentrygun is used to see if an entity index being passed into a function is a sentrygun or not.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;IsSentrygun( ent_id )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
The ent_id passed in is simply an integer index that refers to an entities game code ENTINDEX().&lt;br /&gt;
&lt;br /&gt;
===Output===&lt;br /&gt;
The output is true or false depending if ent_id is a sentrygun or not.&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsDispenser&amp;diff=2852</id>
		<title>Lua:IsDispenser</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsDispenser&amp;diff=2852"/>
		<updated>2006-06-19T20:26:14Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IsDispenser==&lt;br /&gt;
&lt;br /&gt;
IsDispenser is used to see if an entity index being passed into a function is a dispenser or not.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;IsDispenser( ent_id )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
The ent_id passed in is simply an integer index that refers to an entities game code ENTINDEX().&lt;br /&gt;
&lt;br /&gt;
===Output===&lt;br /&gt;
The output is true or false depending if ent_id is a dispenser or not.&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2851</id>
		<title>Lua Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2851"/>
		<updated>2006-06-19T20:25:16Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* Misc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
LUA Commands are functions LUA can use to call into game code to do something and usually return a result. These are also referred to as &amp;quot;entry points&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Communicating with player==&lt;br /&gt;
*BroadCastMessage&lt;br /&gt;
*BroadCastMessageToPlayer&lt;br /&gt;
*BroadCastSound&lt;br /&gt;
*BroadCastSoundToPlayer&lt;br /&gt;
*ConsoleToAll&lt;br /&gt;
*EmitSound&lt;br /&gt;
*SmartMessage&lt;br /&gt;
*SmartSound&lt;br /&gt;
*SmartTeamMessage&lt;br /&gt;
*SmartTeamSound&lt;br /&gt;
&lt;br /&gt;
==Interfacing with map entities==&lt;br /&gt;
*CloseDoor&lt;br /&gt;
*FireOutput&lt;br /&gt;
*LockButton&lt;br /&gt;
*LockDoor&lt;br /&gt;
*OpenDoor&lt;br /&gt;
*PressButton&lt;br /&gt;
*ToggleDoor&lt;br /&gt;
*SpawnEntityAtPlayer&lt;br /&gt;
*UnlockButton&lt;br /&gt;
*UnlockDoor&lt;br /&gt;
*UseEntity&lt;br /&gt;
&lt;br /&gt;
==Finding Information about the Players==&lt;br /&gt;
*GetPlayer&lt;br /&gt;
*GetPlayerClass&lt;br /&gt;
*GetPlayerOnTeam&lt;br /&gt;
*GetPlayerName&lt;br /&gt;
*GetPlayerTeam&lt;br /&gt;
*NumPlayers&lt;br /&gt;
*NumPlayersOnTeam&lt;br /&gt;
&lt;br /&gt;
==Manipulating Players==&lt;br /&gt;
*AddAmmo&lt;br /&gt;
*AddFrags&lt;br /&gt;
*AddHealth&lt;br /&gt;
*AddArmor&lt;br /&gt;
*[[LUA:IsPlayer|IsPlayer]]&lt;br /&gt;
*IsPlayerFeetDeepInWater&lt;br /&gt;
*IsPlayerUnderWater&lt;br /&gt;
*IsPlayerWaistDeepInWater&lt;br /&gt;
*MarkRadioTag&lt;br /&gt;
*RemoveAmmo&lt;br /&gt;
*RespawnAllPlayers&lt;br /&gt;
*RespawnPlayer&lt;br /&gt;
*SetPlayerDisguisable&lt;br /&gt;
*SetPlayerRespawnDelay&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with locations:&amp;#039;&amp;#039;&lt;br /&gt;
*SetPlayerLocation&lt;br /&gt;
*RemoveLocation&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nobuild areas:&amp;#039;&amp;#039;&lt;br /&gt;
*[[LUA:IsPlayerInNoBuild|IsPlayerInNoBuild]]&lt;br /&gt;
&lt;br /&gt;
==Manipulating Teams==&lt;br /&gt;
*AddTeamScore&lt;br /&gt;
*IsTeam1AlliedToTeam2&lt;br /&gt;
*[[LUA:SetTeamAllies|SetTeamAllies]]&lt;br /&gt;
*[[LUA:SetTeamClassLimit|SetTeamClassLimit]]&lt;br /&gt;
*[[LUA:SetTeamPlayerLimit|SetTeamPlayerLimit]]&lt;br /&gt;
*[[LUA:SmartClassLimits|SmartClassLimits]]&lt;br /&gt;
&lt;br /&gt;
==Manipulating Grenades==&lt;br /&gt;
*[[LUA:IsGrenade|IsGrenade]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nogren areas:&amp;#039;&amp;#039;&lt;br /&gt;
*[[LUA:IsGrenInNoGren|IsGrenInNoGren]]&lt;br /&gt;
&lt;br /&gt;
==Item/Flag related==&lt;br /&gt;
*DropItem&lt;br /&gt;
*Pickup&lt;br /&gt;
*PlayerHasItem&lt;br /&gt;
*RemoveItem&lt;br /&gt;
*Respawn&lt;br /&gt;
*ReturnItem&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
*GetObjectsTeam&lt;br /&gt;
*IncludeScript&lt;br /&gt;
*[[IsDispenser|IsDispenser]]&lt;br /&gt;
*IsObjectsOriginInWater&lt;br /&gt;
*IsObjectsOriginInSlime&lt;br /&gt;
*[[IsSentrygun|IsSentrygun]]&lt;br /&gt;
*PrecacheModel&lt;br /&gt;
*PrecacheSound&lt;br /&gt;
*Random / rand&lt;br /&gt;
*SetGlobalRespawnDelay&lt;br /&gt;
*SetModel&lt;br /&gt;
&lt;br /&gt;
==Special Things==&lt;br /&gt;
*[[LUA:Map Location System|Map Location System]]&lt;br /&gt;
*[[LUA:nobuild|No Build Areas - &amp;quot;nobuild&amp;quot;]]&lt;br /&gt;
*[[LUA:nogrens|No Grenade Areas - &amp;quot;nogrens&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:SetTeamPlayerLimit&amp;diff=2850</id>
		<title>Lua:SetTeamPlayerLimit</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:SetTeamPlayerLimit&amp;diff=2850"/>
		<updated>2006-06-19T20:18:03Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* SetTeamPlayerLimit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==SetTeamPlayerLimit==&lt;br /&gt;
&lt;br /&gt;
SetTeamPlayerLimit is used to set what teams are allowed. It must be placed in your map&amp;#039;s startup() function and gets passed 2 parameters:&lt;br /&gt;
&amp;lt;pre&amp;gt;SetTeamPlayerLimit( team, limit )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
team  - team to set limits on&lt;br /&gt;
limit - allowed or not (0 = allowed, -1 = not allowed)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, we will make red and blue be the only allowed teams:&lt;br /&gt;
&lt;br /&gt;
===Example .LUA startup() function===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function startup()&lt;br /&gt;
     -- set up team limits (only red &amp;amp; blue)&lt;br /&gt;
     SetTeamPlayerLimit( BLUE_TEAM, 0 )&lt;br /&gt;
     SetTeamPlayerLimit( RED_TEAM, 0 )&lt;br /&gt;
     SetTeamPlayerLimit( YELLOW_TEAM, -1 )&lt;br /&gt;
     SetTeamPlayerLimit( GREEN_TEAM, -1 )&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:SetTeamPlayerLimit&amp;diff=2849</id>
		<title>Lua:SetTeamPlayerLimit</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:SetTeamPlayerLimit&amp;diff=2849"/>
		<updated>2006-06-19T20:17:23Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==SetTeamPlayerLimit==&lt;br /&gt;
&lt;br /&gt;
SetTeamPlayerLimit is used to set what teams are allowed. It must be placed in your map&amp;#039;s startup() function and gets passed 2 parameters:&lt;br /&gt;
&amp;lt;pre&amp;gt;SetTeamPlayerLimit( team, limit )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
team  - team to set limits on&lt;br /&gt;
limit - how many are allowed (0 = valid team, -1 = invalid team)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, we will make red and blue be the only allowed teams:&lt;br /&gt;
&lt;br /&gt;
===Example .LUA startup() function===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function startup()&lt;br /&gt;
     -- set up team limits (only red &amp;amp; blue)&lt;br /&gt;
     SetTeamPlayerLimit( BLUE_TEAM, 0 )&lt;br /&gt;
     SetTeamPlayerLimit( RED_TEAM, 0 )&lt;br /&gt;
     SetTeamPlayerLimit( YELLOW_TEAM, -1 )&lt;br /&gt;
     SetTeamPlayerLimit( GREEN_TEAM, -1 )&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2848</id>
		<title>Lua Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2848"/>
		<updated>2006-06-19T20:14:58Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* Manipulating Teams */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
LUA Commands are functions LUA can use to call into game code to do something and usually return a result. These are also referred to as &amp;quot;entry points&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Communicating with player==&lt;br /&gt;
*BroadCastMessage&lt;br /&gt;
*BroadCastMessageToPlayer&lt;br /&gt;
*BroadCastSound&lt;br /&gt;
*BroadCastSoundToPlayer&lt;br /&gt;
*ConsoleToAll&lt;br /&gt;
*EmitSound&lt;br /&gt;
*SmartMessage&lt;br /&gt;
*SmartSound&lt;br /&gt;
*SmartTeamMessage&lt;br /&gt;
*SmartTeamSound&lt;br /&gt;
&lt;br /&gt;
==Interfacing with map entities==&lt;br /&gt;
*CloseDoor&lt;br /&gt;
*FireOutput&lt;br /&gt;
*LockButton&lt;br /&gt;
*LockDoor&lt;br /&gt;
*OpenDoor&lt;br /&gt;
*PressButton&lt;br /&gt;
*ToggleDoor&lt;br /&gt;
*SpawnEntityAtPlayer&lt;br /&gt;
*UnlockButton&lt;br /&gt;
*UnlockDoor&lt;br /&gt;
*UseEntity&lt;br /&gt;
&lt;br /&gt;
==Finding Information about the Players==&lt;br /&gt;
*GetPlayer&lt;br /&gt;
*GetPlayerClass&lt;br /&gt;
*GetPlayerOnTeam&lt;br /&gt;
*GetPlayerName&lt;br /&gt;
*GetPlayerTeam&lt;br /&gt;
*NumPlayers&lt;br /&gt;
*NumPlayersOnTeam&lt;br /&gt;
&lt;br /&gt;
==Manipulating Players==&lt;br /&gt;
*AddAmmo&lt;br /&gt;
*AddFrags&lt;br /&gt;
*AddHealth&lt;br /&gt;
*AddArmor&lt;br /&gt;
*[[LUA:IsPlayer|IsPlayer]]&lt;br /&gt;
*IsPlayerFeetDeepInWater&lt;br /&gt;
*IsPlayerUnderWater&lt;br /&gt;
*IsPlayerWaistDeepInWater&lt;br /&gt;
*MarkRadioTag&lt;br /&gt;
*RemoveAmmo&lt;br /&gt;
*RespawnAllPlayers&lt;br /&gt;
*RespawnPlayer&lt;br /&gt;
*SetPlayerDisguisable&lt;br /&gt;
*SetPlayerRespawnDelay&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with locations:&amp;#039;&amp;#039;&lt;br /&gt;
*SetPlayerLocation&lt;br /&gt;
*RemoveLocation&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nobuild areas:&amp;#039;&amp;#039;&lt;br /&gt;
*[[LUA:IsPlayerInNoBuild|IsPlayerInNoBuild]]&lt;br /&gt;
&lt;br /&gt;
==Manipulating Teams==&lt;br /&gt;
*AddTeamScore&lt;br /&gt;
*IsTeam1AlliedToTeam2&lt;br /&gt;
*[[LUA:SetTeamAllies|SetTeamAllies]]&lt;br /&gt;
*[[LUA:SetTeamClassLimit|SetTeamClassLimit]]&lt;br /&gt;
*[[LUA:SetTeamPlayerLimit|SetTeamPlayerLimit]]&lt;br /&gt;
*[[LUA:SmartClassLimits|SmartClassLimits]]&lt;br /&gt;
&lt;br /&gt;
==Manipulating Grenades==&lt;br /&gt;
*[[LUA:IsGrenade|IsGrenade]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nogren areas:&amp;#039;&amp;#039;&lt;br /&gt;
*[[LUA:IsGrenInNoGren|IsGrenInNoGren]]&lt;br /&gt;
&lt;br /&gt;
==Item/Flag related==&lt;br /&gt;
*DropItem&lt;br /&gt;
*Pickup&lt;br /&gt;
*PlayerHasItem&lt;br /&gt;
*RemoveItem&lt;br /&gt;
*Respawn&lt;br /&gt;
*ReturnItem&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
*GetObjectsTeam&lt;br /&gt;
*IncludeScript&lt;br /&gt;
*IsDispenser&lt;br /&gt;
*IsObjectsOriginInWater&lt;br /&gt;
*IsObjectsOriginInSlime&lt;br /&gt;
*IsSentrygun&lt;br /&gt;
*PrecacheModel&lt;br /&gt;
*PrecacheSound&lt;br /&gt;
*Random / rand&lt;br /&gt;
*SetGlobalRespawnDelay&lt;br /&gt;
*SetModel&lt;br /&gt;
&lt;br /&gt;
==Special Things==&lt;br /&gt;
*[[LUA:Map Location System|Map Location System]]&lt;br /&gt;
*[[LUA:nobuild|No Build Areas - &amp;quot;nobuild&amp;quot;]]&lt;br /&gt;
*[[LUA:nogrens|No Grenade Areas - &amp;quot;nogrens&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsPlayerInNoBuild&amp;diff=2847</id>
		<title>Lua:IsPlayerInNoBuild</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsPlayerInNoBuild&amp;diff=2847"/>
		<updated>2006-06-19T20:13:29Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IsPlayerInNoBuild==&lt;br /&gt;
&lt;br /&gt;
IsPlayerInNoBuild is used to see if a player is in a &amp;quot;[[:LUA:nobuild|nobuild]]&amp;quot; area. By default, a trigger_ff_script named &amp;quot;[[:LUA:nobuild|nobuild]]&amp;quot; will not allow players to build while the player is touching the &amp;quot;nobuild&amp;quot; trigger_ff_script entity.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;IsPlayerInNoBuild( ent_id )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
The ent_id passed in is simply an integer index that refers to an entities game code ENTINDEX().&lt;br /&gt;
&lt;br /&gt;
===Output===&lt;br /&gt;
The output is true or false depending if ent_id is a player and then if the player is in a &amp;quot;[[:LUA:nobuild|nobuild]]&amp;quot; area or not.&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenInNoGren&amp;diff=2846</id>
		<title>Lua:IsGrenInNoGren</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenInNoGren&amp;diff=2846"/>
		<updated>2006-06-19T20:12:17Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IsGrenInNoGren==&lt;br /&gt;
&lt;br /&gt;
IsGrenInNoGren is used to see if a grenade is in a &amp;quot;[[:LUA:nogrens|nogrens]]&amp;quot; area. By default, a trigger_ff_script named &amp;quot;[[:LUA:nogrens|nogrens]]&amp;quot; will not allow grenades to explode while the grenade is touching the &amp;quot;nogrens&amp;quot; trigger_ff_script entity.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;IsGrenInNoGren( ent_id )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
The ent_id passed in is simply an integer index that refers to an entities game code ENTINDEX().&lt;br /&gt;
&lt;br /&gt;
===Output===&lt;br /&gt;
The output is true or false depending if ent_id is a grenade and then if the grenade is in a &amp;quot;[[:LUA:nogrens|nogrens]]&amp;quot; area or not. A list of grenades can be found [[:Category:Grenades|here]].&lt;br /&gt;
&lt;br /&gt;
==Important Note==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you want trigger&amp;#039;s to react to grenades you MUST &amp;#039;check&amp;#039;/&amp;#039;tick&amp;#039; the &amp;quot;everything&amp;quot; option on the flags tab of the entity in Hammer.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
http://mulchman.trepid.net/tick-everything.JPG&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2845</id>
		<title>Lua Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2845"/>
		<updated>2006-06-19T20:11:37Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* Manipulating Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
LUA Commands are functions LUA can use to call into game code to do something and usually return a result. These are also referred to as &amp;quot;entry points&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Communicating with player==&lt;br /&gt;
*BroadCastMessage&lt;br /&gt;
*BroadCastMessageToPlayer&lt;br /&gt;
*BroadCastSound&lt;br /&gt;
*BroadCastSoundToPlayer&lt;br /&gt;
*ConsoleToAll&lt;br /&gt;
*EmitSound&lt;br /&gt;
*SmartMessage&lt;br /&gt;
*SmartSound&lt;br /&gt;
*SmartTeamMessage&lt;br /&gt;
*SmartTeamSound&lt;br /&gt;
&lt;br /&gt;
==Interfacing with map entities==&lt;br /&gt;
*CloseDoor&lt;br /&gt;
*FireOutput&lt;br /&gt;
*LockButton&lt;br /&gt;
*LockDoor&lt;br /&gt;
*OpenDoor&lt;br /&gt;
*PressButton&lt;br /&gt;
*ToggleDoor&lt;br /&gt;
*SpawnEntityAtPlayer&lt;br /&gt;
*UnlockButton&lt;br /&gt;
*UnlockDoor&lt;br /&gt;
*UseEntity&lt;br /&gt;
&lt;br /&gt;
==Finding Information about the Players==&lt;br /&gt;
*GetPlayer&lt;br /&gt;
*GetPlayerClass&lt;br /&gt;
*GetPlayerOnTeam&lt;br /&gt;
*GetPlayerName&lt;br /&gt;
*GetPlayerTeam&lt;br /&gt;
*NumPlayers&lt;br /&gt;
*NumPlayersOnTeam&lt;br /&gt;
&lt;br /&gt;
==Manipulating Players==&lt;br /&gt;
*AddAmmo&lt;br /&gt;
*AddFrags&lt;br /&gt;
*AddHealth&lt;br /&gt;
*AddArmor&lt;br /&gt;
*[[LUA:IsPlayer|IsPlayer]]&lt;br /&gt;
*IsPlayerFeetDeepInWater&lt;br /&gt;
*IsPlayerUnderWater&lt;br /&gt;
*IsPlayerWaistDeepInWater&lt;br /&gt;
*MarkRadioTag&lt;br /&gt;
*RemoveAmmo&lt;br /&gt;
*RespawnAllPlayers&lt;br /&gt;
*RespawnPlayer&lt;br /&gt;
*SetPlayerDisguisable&lt;br /&gt;
*SetPlayerRespawnDelay&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with locations:&amp;#039;&amp;#039;&lt;br /&gt;
*SetPlayerLocation&lt;br /&gt;
*RemoveLocation&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nobuild areas:&amp;#039;&amp;#039;&lt;br /&gt;
*[[LUA:IsPlayerInNoBuild|IsPlayerInNoBuild]]&lt;br /&gt;
&lt;br /&gt;
==Manipulating Teams==&lt;br /&gt;
*AddTeamScore&lt;br /&gt;
*IsTeam1AlliedToTeam2&lt;br /&gt;
*[[LUA:SetTeamAllies|SetTeamAllies]]&lt;br /&gt;
*[[LUA:SetTeamClassLimit|SetTeamClassLimit]]&lt;br /&gt;
*SetTeamPlayerLimit&lt;br /&gt;
*[[LUA:SmartClassLimits|SmartClassLimits]]&lt;br /&gt;
&lt;br /&gt;
==Manipulating Grenades==&lt;br /&gt;
*[[LUA:IsGrenade|IsGrenade]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nogren areas:&amp;#039;&amp;#039;&lt;br /&gt;
*[[LUA:IsGrenInNoGren|IsGrenInNoGren]]&lt;br /&gt;
&lt;br /&gt;
==Item/Flag related==&lt;br /&gt;
*DropItem&lt;br /&gt;
*Pickup&lt;br /&gt;
*PlayerHasItem&lt;br /&gt;
*RemoveItem&lt;br /&gt;
*Respawn&lt;br /&gt;
*ReturnItem&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
*GetObjectsTeam&lt;br /&gt;
*IncludeScript&lt;br /&gt;
*IsDispenser&lt;br /&gt;
*IsObjectsOriginInWater&lt;br /&gt;
*IsObjectsOriginInSlime&lt;br /&gt;
*IsSentrygun&lt;br /&gt;
*PrecacheModel&lt;br /&gt;
*PrecacheSound&lt;br /&gt;
*Random / rand&lt;br /&gt;
*SetGlobalRespawnDelay&lt;br /&gt;
*SetModel&lt;br /&gt;
&lt;br /&gt;
==Special Things==&lt;br /&gt;
*[[LUA:Map Location System|Map Location System]]&lt;br /&gt;
*[[LUA:nobuild|No Build Areas - &amp;quot;nobuild&amp;quot;]]&lt;br /&gt;
*[[LUA:nogrens|No Grenade Areas - &amp;quot;nogrens&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2844</id>
		<title>Lua Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2844"/>
		<updated>2006-06-19T20:10:23Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* Manipulating Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
LUA Commands are functions LUA can use to call into game code to do something and usually return a result. These are also referred to as &amp;quot;entry points&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Communicating with player==&lt;br /&gt;
*BroadCastMessage&lt;br /&gt;
*BroadCastMessageToPlayer&lt;br /&gt;
*BroadCastSound&lt;br /&gt;
*BroadCastSoundToPlayer&lt;br /&gt;
*ConsoleToAll&lt;br /&gt;
*EmitSound&lt;br /&gt;
*SmartMessage&lt;br /&gt;
*SmartSound&lt;br /&gt;
*SmartTeamMessage&lt;br /&gt;
*SmartTeamSound&lt;br /&gt;
&lt;br /&gt;
==Interfacing with map entities==&lt;br /&gt;
*CloseDoor&lt;br /&gt;
*FireOutput&lt;br /&gt;
*LockButton&lt;br /&gt;
*LockDoor&lt;br /&gt;
*OpenDoor&lt;br /&gt;
*PressButton&lt;br /&gt;
*ToggleDoor&lt;br /&gt;
*SpawnEntityAtPlayer&lt;br /&gt;
*UnlockButton&lt;br /&gt;
*UnlockDoor&lt;br /&gt;
*UseEntity&lt;br /&gt;
&lt;br /&gt;
==Finding Information about the Players==&lt;br /&gt;
*GetPlayer&lt;br /&gt;
*GetPlayerClass&lt;br /&gt;
*GetPlayerOnTeam&lt;br /&gt;
*GetPlayerName&lt;br /&gt;
*GetPlayerTeam&lt;br /&gt;
*NumPlayers&lt;br /&gt;
*NumPlayersOnTeam&lt;br /&gt;
&lt;br /&gt;
==Manipulating Players==&lt;br /&gt;
*AddAmmo&lt;br /&gt;
*AddFrags&lt;br /&gt;
*AddHealth&lt;br /&gt;
*AddArmor&lt;br /&gt;
*[[LUA:IsPlayer|IsPlayer]]&lt;br /&gt;
*IsPlayerFeetDeepInWater&lt;br /&gt;
*IsPlayerUnderWater&lt;br /&gt;
*IsPlayerWaistDeepInWater&lt;br /&gt;
*MarkRadioTag&lt;br /&gt;
*RemoveAmmo&lt;br /&gt;
*RespawnAllPlayers&lt;br /&gt;
*RespawnPlayer&lt;br /&gt;
*SetPlayerDisguisable&lt;br /&gt;
*SetPlayerRespawnDelay&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with locations:&amp;#039;&amp;#039;&lt;br /&gt;
*SetPlayerLocation&lt;br /&gt;
*RemoveLocation&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nobuild areas:&amp;#039;&amp;#039;&lt;br /&gt;
*IsPlayerInNoBuild&lt;br /&gt;
&lt;br /&gt;
==Manipulating Teams==&lt;br /&gt;
*AddTeamScore&lt;br /&gt;
*IsTeam1AlliedToTeam2&lt;br /&gt;
*[[LUA:SetTeamAllies|SetTeamAllies]]&lt;br /&gt;
*[[LUA:SetTeamClassLimit|SetTeamClassLimit]]&lt;br /&gt;
*SetTeamPlayerLimit&lt;br /&gt;
*[[LUA:SmartClassLimits|SmartClassLimits]]&lt;br /&gt;
&lt;br /&gt;
==Manipulating Grenades==&lt;br /&gt;
*[[LUA:IsGrenade|IsGrenade]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nogren areas:&amp;#039;&amp;#039;&lt;br /&gt;
*[[LUA:IsGrenInNoGren|IsGrenInNoGren]]&lt;br /&gt;
&lt;br /&gt;
==Item/Flag related==&lt;br /&gt;
*DropItem&lt;br /&gt;
*Pickup&lt;br /&gt;
*PlayerHasItem&lt;br /&gt;
*RemoveItem&lt;br /&gt;
*Respawn&lt;br /&gt;
*ReturnItem&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
*GetObjectsTeam&lt;br /&gt;
*IncludeScript&lt;br /&gt;
*IsDispenser&lt;br /&gt;
*IsObjectsOriginInWater&lt;br /&gt;
*IsObjectsOriginInSlime&lt;br /&gt;
*IsSentrygun&lt;br /&gt;
*PrecacheModel&lt;br /&gt;
*PrecacheSound&lt;br /&gt;
*Random / rand&lt;br /&gt;
*SetGlobalRespawnDelay&lt;br /&gt;
*SetModel&lt;br /&gt;
&lt;br /&gt;
==Special Things==&lt;br /&gt;
*[[LUA:Map Location System|Map Location System]]&lt;br /&gt;
*[[LUA:nobuild|No Build Areas - &amp;quot;nobuild&amp;quot;]]&lt;br /&gt;
*[[LUA:nogrens|No Grenade Areas - &amp;quot;nogrens&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:Interaction&amp;diff=2843</id>
		<title>Lua:Interaction</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:Interaction&amp;diff=2843"/>
		<updated>2006-06-19T20:06:00Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* flaginfo() */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
For all of the following events, the first parameter to the function will be the player that caused the event, where applicable. The &amp;#039;&amp;#039;&amp;#039;entid&amp;#039;&amp;#039;&amp;#039; global variable will be set which contains the entity that fired the event. Additionally, more global variables may be set and read by the engine depending on the event.&lt;br /&gt;
&lt;br /&gt;
Whenever an event is called, the engine will run the lua command &amp;#039;&amp;#039;&amp;#039;&amp;lt;entity name&amp;gt;:&amp;lt;event name&amp;gt;()&amp;#039;&amp;#039;&amp;#039;. This means that if you have an info_ff_script entity named &amp;#039;&amp;#039;&amp;#039;red_flag&amp;#039;&amp;#039;&amp;#039; and the event &amp;#039;&amp;#039;&amp;#039;touch&amp;#039;&amp;#039;&amp;#039; is being called, then &amp;#039;&amp;#039;&amp;#039;red_flag:touch(12)&amp;#039;&amp;#039;&amp;#039; may be called, if the player with id 12 touches the flag.&lt;br /&gt;
&lt;br /&gt;
The following is a good way to define entities:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
red_flag = info_ff_script:new({})&lt;br /&gt;
function red_flag:touch(player_id)&lt;br /&gt;
   if GetPlayerTeam(player_id) == TEAM_BLUE then&lt;br /&gt;
      Pickup( entid, player_id )&lt;br /&gt;
   end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note that the way objects are created in lua is slightly confusing, so reading [http://www.lua.org/pil Programming in Lua] may be helpful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Global Events ==&lt;br /&gt;
These are functions that are called by the engine that do not belong inside any class. Simply declare them as globals in the lua namespace by doing something like the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function precache()&lt;br /&gt;
   --stuff here&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== tick() ===&lt;br /&gt;
This function is called every second by the engine. Note that this function is in use by base.lua, so should not be declared again. To interface with this command, it must be [[hooked]]. A better method would be to use the scheduling interface may be found in the scheduling section of the API.&lt;br /&gt;
&lt;br /&gt;
=== precache() ===&lt;br /&gt;
This function is called when the map starts, before entities have been initialized. The main purpose of this is to precache all sound elements that &lt;br /&gt;
&lt;br /&gt;
=== startup() ===&lt;br /&gt;
This function is called when the map starts, after all the entities have been initialized. The main purpose of this function is to set properties of entities or teams, as well as initialize lua variables. Note that lua variables may be initialized outside this function however.&lt;br /&gt;
&lt;br /&gt;
=== player_spawn() ===&lt;br /&gt;
This function is called whenever a player spawns in this map.&lt;br /&gt;
&lt;br /&gt;
Here is an example of giving the player full health, full armor, full rockets, full shells, and 1 grenade upon spawning (player_id is the player this event is called on and must be passed in to the functions used as shown in the example):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function player_spawn( player_id )&lt;br /&gt;
	-- 400 for overkill. of course the values&lt;br /&gt;
	-- get clamped in game code&lt;br /&gt;
	AddHealth( player_id, 400 )&lt;br /&gt;
	AddArmor( player_id, 400 )&lt;br /&gt;
&lt;br /&gt;
	AddAmmo( player_id, &amp;quot;AMMO_NAILS&amp;quot;, -400 )&lt;br /&gt;
	AddAmmo( player_id, &amp;quot;AMMO_SHELLS&amp;quot;, 400 )&lt;br /&gt;
	AddAmmo( player_id, &amp;quot;AMMO_ROCKETS&amp;quot;, 400 )&lt;br /&gt;
	AddAmmo( player_id, &amp;quot;AMMO_CELLS&amp;quot;, -400 )&lt;br /&gt;
	AddAmmo( player_id, &amp;quot;AMMO_DETPACK&amp;quot;, -1 )&lt;br /&gt;
	AddAmmo( player_id, &amp;quot;AMMO_RADIOTAG&amp;quot;, -400 )&lt;br /&gt;
	AddAmmo( player_id, &amp;quot;AMMO_GREN1&amp;quot;, -4 )&lt;br /&gt;
	AddAmmo( player_id, &amp;quot;AMMO_GREN2&amp;quot;, -4 )&lt;br /&gt;
&lt;br /&gt;
	-- Players get 1 gren1&lt;br /&gt;
	AddAmmo( player_id, &amp;quot;AMMO_GREN1&amp;quot;, 1 )&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== player_killed() ===&lt;br /&gt;
This function is called whenever a player dies. The global variable &amp;quot;killer&amp;quot; will be set, which contains the player that killed this player.&lt;br /&gt;
&lt;br /&gt;
Here&amp;#039;s an example if you wanted to give your team a point when you killed someone not on your team:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function player_killed( player_id )&lt;br /&gt;
	-- If you kill someone, give your team a point&lt;br /&gt;
	if GetPlayerTeam( killer ) then&lt;br /&gt;
		if not ( GetPlayerTeam( player_id ) == GetPlayerTeam( killer ) ) then&lt;br /&gt;
			AddTeamScore( GetPlayerTeam( killer ), 1 )&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== player_ondamage() ===&lt;br /&gt;
This function is called whenever a player takes damage. The following variables are set in the global lua namespace before this function is called:&lt;br /&gt;
*info_damage: The amount of damage that the player will recieve.&lt;br /&gt;
*info_attacker: The player that fired the attack.&lt;br /&gt;
*info_classname: The classname of the weapon that hit the player. Note that this may be the classname of the projectile for projectile weapons, or the classname of the weapon for non-projectile weapons.&lt;br /&gt;
This function may modify the info_damage global variable in the global scope. If it does, the damage the player takes will be changed. This means that the script for a map can make players recieve more  or less damage through scripting. Here is an example script that makes the player take no damage from the super shotgun.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function player_ondamage(player_id)&lt;br /&gt;
	ConsoleToAll(GetPlayerName(info_attacker)..&amp;quot; shot &amp;quot;..GetPlayerName(player_id)..&amp;quot; with a &amp;quot;..info_classname..&amp;quot; for &amp;quot;..info_damage..&amp;quot; damage&amp;quot;)&lt;br /&gt;
	if info_classname == &amp;quot;ff_weapon_supershotgun&amp;quot; then&lt;br /&gt;
		ConsoleToAll(&amp;quot;Take no damage from supershotty&amp;quot;)&lt;br /&gt;
		info_damage = 0&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&amp;#039;s another example in case you wanted to not take damage from your own rockets:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function player_ondamage( player_id )&lt;br /&gt;
&lt;br /&gt;
	-- Don&amp;#039;t take rocket damage from ourselves&lt;br /&gt;
	if ( player_id == info_attacker ) then&lt;br /&gt;
		if ( info_classname == &amp;quot;rocket&amp;quot; ) then&lt;br /&gt;
			info_damage = 0&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TODO: Provide list of info_classname values&lt;br /&gt;
&lt;br /&gt;
=== flaginfo() ===&lt;br /&gt;
TODO: Add shit&lt;br /&gt;
&lt;br /&gt;
== info_ff_script entity ==&lt;br /&gt;
To create scripting for info_ff_script entities, simply extend the base info_ff_script class that is defined in base.lua and add functionality. Alternatively, you may extend the predefined classes [[#genericbackpack]] for respawning items or [[#baseflag]] for items the player may carry.&lt;br /&gt;
&lt;br /&gt;
=== precache() ===&lt;br /&gt;
This function is called when the entity has started to spawn and needs to precache any models that this entity needs.&lt;br /&gt;
&lt;br /&gt;
=== spawn() ===&lt;br /&gt;
This function is called when the entity has finished spawning so that the model for it can be set as well as initialize any variables for this script.&lt;br /&gt;
&lt;br /&gt;
=== touch() ===&lt;br /&gt;
This function is called when this entity is touched by a player.&lt;br /&gt;
&lt;br /&gt;
=== ownerdie() ===&lt;br /&gt;
This function is called when the player carrying this item (if it is attached to a player) dies.&lt;br /&gt;
&lt;br /&gt;
=== materialize() ===&lt;br /&gt;
This function is called when this item has finished waiting to respawn and has respawned.&lt;br /&gt;
&lt;br /&gt;
=== ondrop() ===&lt;br /&gt;
This function is called whenever the player dies or drops the item.&lt;br /&gt;
&lt;br /&gt;
=== onloseitem() ===&lt;br /&gt;
This function is called whenever the player loses this item for any reason (drops it, or is captured).&lt;br /&gt;
&lt;br /&gt;
=== onreturn() ===&lt;br /&gt;
This function is called when the item has been unattached to a player for the specified amount of time and it returns to its starting point.&lt;br /&gt;
&lt;br /&gt;
=== dropitemcmd() ===&lt;br /&gt;
This function is called when the player that has this item presses the [[Command:dropitems|dropitems command]].&lt;br /&gt;
&lt;br /&gt;
== info_ff_teamspawn ==&lt;br /&gt;
This entity is used to control where players spawn at. The engine will choose a spawn point where the player can spawn it and call the validspawn() function (see below). If it returns true then the player will spawn at this entity&amp;#039;s location. Otherwise, the engine will attempt to spawn the player at the next spawn point. If no spawn points are valid, then it will pick a random one and spawn the player there.&lt;br /&gt;
&lt;br /&gt;
=== validspawn() ===&lt;br /&gt;
This function is called whenever a player attempts to spawn at this location. Return true if the player can spawn here, otherwise return false.&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
&lt;br /&gt;
=== ondamage() ===&lt;br /&gt;
See [[#player_ondamage]] for parameter information. Additionally, if info_damage is set to 0 by the script, or the function returns false, the button will not be fired by this press. An example of allowing only spanners to hit a button:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
bob = func_button:new({})&lt;br /&gt;
function bob:ondamage()&lt;br /&gt;
	ConsoleToAll(GetPlayerName(info_attacker)..&amp;quot; shot button with a &amp;quot;..info_classname..&amp;quot; for &amp;quot;..info_damage..&amp;quot; damage&amp;quot;)&lt;br /&gt;
	if info_classname == &amp;quot;ff_weapon_spanner&amp;quot; then&lt;br /&gt;
		PressButton(entname)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== allowed() ===&lt;br /&gt;
This function will be called whenever this button is attempted to be pressed. If it returns true, then the button will fire, otherwise it will not.&lt;br /&gt;
&lt;br /&gt;
== trigger_ff_script and trigger_multiple ==&lt;br /&gt;
These entities are exactly the same. Most of these functions will also work with the other trigger_* entities.&lt;br /&gt;
&lt;br /&gt;
=== allowed() ===&lt;br /&gt;
Called when the engine needs to know if the player in the first parameter of this function is allowed to trigger this entity. Return true from this function if the trigger is allowed, otherwise return false.&lt;br /&gt;
&lt;br /&gt;
=== onfailtouch() ===&lt;br /&gt;
Called when allowed() returns false.&lt;br /&gt;
&lt;br /&gt;
=== ontouch() ===&lt;br /&gt;
Called when a player starts touching this entity.&lt;br /&gt;
&lt;br /&gt;
=== onendtouch() ===&lt;br /&gt;
Called when a player stops touching this entity.&lt;br /&gt;
&lt;br /&gt;
=== ontrigger() ===&lt;br /&gt;
Called when this entity is triggered. Note that this takes into account the wait time of this trigger, whereas ontouch() does not.&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:Map_Location_System&amp;diff=2842</id>
		<title>Lua:Map Location System</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:Map_Location_System&amp;diff=2842"/>
		<updated>2006-06-19T20:04:05Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Location System==&lt;br /&gt;
&lt;br /&gt;
The location system in Fortress Forever is used to show a player via the HUD what room/area they are currently in.&lt;br /&gt;
&lt;br /&gt;
There are 2 parts to implementing a location system in a map:&lt;br /&gt;
* trigger_ff_script entities in the .vmf&lt;br /&gt;
* .lua file for the map&lt;br /&gt;
&lt;br /&gt;
===trigger_ff_script entities in the .vmf===&lt;br /&gt;
In hammer create a brush and tie it to a trigger_ff_script entity. Give this new brush-entity a name like &amp;quot;location_my-specific-area-here&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Example Location Entity Names===&lt;br /&gt;
&amp;lt;pre&amp;gt;location_red_ramproom&lt;br /&gt;
location_rocky_cliff&lt;br /&gt;
location_red_waterhole&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have now created a brush based location entity that when the player touches it will tell the player what location they are in.&lt;br /&gt;
&lt;br /&gt;
Everytime a player touches a location entity (a trigger_ff_script named location_x where x is the location name) the game code checks to see if that player is already in location_x. If they are, nothing happens. If they aren&amp;#039;t, then the HUD location display is changed to reflect the new location as well as the location information used in chats.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;It&amp;#039;s important to note that location entities really only need to be placed at the entrance and exit of an area as the player does not have to constantly be touching the location entity. Once the player touches a location entity they will be marked as being in that location until they touch a location entity with a different location name.&amp;#039;&amp;#039;&amp;#039; You may also want to cover the spawn points with location entities so that the player immediately starts out in a location. Otherwise, when a player spawns their location is set to NULL until they touch a location entity.&lt;br /&gt;
&lt;br /&gt;
===.lua file for the map===&lt;br /&gt;
Just like when using anything LUA related, you need a .lua file named the same as your map (ie: &amp;#039;&amp;#039;&amp;#039;ff_dev_ctf.bsp has a lua file named ff_dev_ctf.lua&amp;#039;&amp;#039;&amp;#039;).&lt;br /&gt;
&lt;br /&gt;
In your maps lua file is where you define the actual location name you gave to the location entity in hammer. This is where you set the team who owns that area and the actual text that is displayed for this particular location. &amp;#039;&amp;#039;&amp;#039;You also have to include the base location lua file in your map&amp;#039;s lua file when wanting to use any locations.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Example .LUA File Utilizing Locations===&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Include the base location .lua file&lt;br /&gt;
IncludeScript( &amp;quot;base_location&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
-- Define a location&lt;br /&gt;
location_rocky_cliff = location_info:new({ text = &amp;quot;Rocky Cliff&amp;quot;, team = NO_TEAM })&lt;br /&gt;
&lt;br /&gt;
-- Define another location&lt;br /&gt;
location_red_waterhole = location_info:new({ text = &amp;quot;Water Hole&amp;quot;, team = RED_TEAM })&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What that actually means... the &amp;#039;text = &amp;quot;Water Hole&amp;quot;&amp;#039; part defines what will be shown for the location&amp;#039;s name on the HUD and in chats. The &amp;#039;team = RED_TEAM&amp;#039; defines which team the location belongs to and determines the color the text is drawn in on the HUD.&lt;br /&gt;
&lt;br /&gt;
===Valid Teams===&lt;br /&gt;
&amp;lt;pre&amp;gt;NO_TEAM     - for locations not belonging to any team&lt;br /&gt;
BLUE_TEAM   - for locations belonging to blue team&lt;br /&gt;
RED_TEAM    - for locations belonging to red team&lt;br /&gt;
YELLOW_TEAM - for locations belonging to yellow team&lt;br /&gt;
GREEN_TEAM  - for locations belonging to green team&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Localization===&lt;br /&gt;
TODO: yeah...&lt;br /&gt;
&lt;br /&gt;
===Pre-Defined Locations===&lt;br /&gt;
&amp;lt;pre&amp;gt;include list of pre-defined areas&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:nobuild&amp;diff=2841</id>
		<title>Lua:nobuild</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:nobuild&amp;diff=2841"/>
		<updated>2006-06-19T19:57:06Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No Build Areas - &amp;quot;nobuild&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;nobuild&amp;quot; area is defined as an area where a player is not allowed to build a dispenser or sentrygun - hence &amp;quot;nobuild&amp;quot;. To create a &amp;quot;nobuild&amp;quot; area in your map all you need to do is create a brush, click &amp;quot;tie to entity&amp;quot;, choose trigger_ff_script, and then name it &amp;quot;nobuild&amp;quot;. Then, in your map&amp;#039;s .LUA file be sure to include base_teamplay.lua as such:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Include nobuild functionality&lt;br /&gt;
IncludeScript( &amp;quot;base_teamplay&amp;quot; )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How It Works===&lt;br /&gt;
The way a &amp;quot;nobuild&amp;quot; area works is that when the player tries to build the game checks to see just exactly what entities the player is touching. It then asks those entity if it the player can build. If any of the entities respond back with &amp;quot;false&amp;quot; then the player cannot build. The LUA function that answers the question if the player can build is &amp;quot;canbuild&amp;quot; (as seen in the example) so if you want to override default &amp;quot;canbuild&amp;quot; behavior then your custom &amp;quot;nobuild&amp;quot; lua object will need to have a &amp;quot;canbuild&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
If you wanted red team to be able to build in an area but blue team not be allowed to do that then you can do that. There are really only two changes you would need to make. First, name your &amp;quot;nobuild&amp;quot; area (in hammer) to something else - like &amp;quot;blue_nobuild&amp;quot;. Then, modify your map&amp;#039;s lua file thusly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Define &amp;quot;blue_nobuild&amp;quot;&lt;br /&gt;
blue_nobuild = trigger_ff_script({})&lt;br /&gt;
&lt;br /&gt;
-- Let red team build but not blud team&lt;br /&gt;
-- here we define the &amp;quot;canbuild&amp;quot; function&lt;br /&gt;
function blue_nobuild:canbuild( ent_id ) &lt;br /&gt;
     if IsPlayer( ent_id ) then&lt;br /&gt;
          -- Allow red team&lt;br /&gt;
          if ( GetPlayerTeam( ent_id ) == RED_TEAM ) then&lt;br /&gt;
               return true&lt;br /&gt;
          else -- Disallow every other team&lt;br /&gt;
               return false&lt;br /&gt;
          end&lt;br /&gt;
     end&lt;br /&gt;
&lt;br /&gt;
     -- Return normally for anything else&lt;br /&gt;
     return true&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:nogrens&amp;diff=2840</id>
		<title>Lua:nogrens</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:nogrens&amp;diff=2840"/>
		<updated>2006-06-19T19:56:36Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No Grenade Areas - &amp;quot;nogrens&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;nogrens&amp;quot; area is defined as an area where grenades will not explode - hence &amp;quot;nogrens&amp;quot;. To create a &amp;quot;nogrens&amp;quot; area in your map all you need to do is create a brush, click &amp;quot;tie to entity&amp;quot;, choose trigger_ff_script, and then name it &amp;quot;nogrens&amp;quot;. Then, in your map&amp;#039;s .LUA file be sure to include base_teamplay.lua as such:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Include nogrens functionality&lt;br /&gt;
IncludeScript( &amp;quot;base_teamplay&amp;quot; )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How It Works===&lt;br /&gt;
The way a &amp;quot;nogrens&amp;quot; area works is that before the grenade goes to explode it checks to see just exactly what entities it is touching. It then asks those entity if it can explode. If any of the entities respond back with &amp;quot;false&amp;quot; then the grenade can not explode. The LUA function that answers the question if the grenade can explode is &amp;quot;canexplode&amp;quot; (as seen in the example) so if you want to override default &amp;quot;nogrens&amp;quot; behavior then your custom &amp;quot;nogrens&amp;quot; lua object will need to have a &amp;quot;canexplode&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
If you wanted red team to be able to throw grenades in an area (and have them explode) but blue team not be allowed to do that then you can do that. There are really only two changes you would need to make. First, name your &amp;quot;nogrens&amp;quot; area (in hammer) to something else - like &amp;quot;blue_nogrens&amp;quot;. Then, modify your map&amp;#039;s lua file thusly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Define &amp;quot;blue_nogrens&amp;quot;&lt;br /&gt;
blue_nogrens = trigger_ff_script({})&lt;br /&gt;
&lt;br /&gt;
-- Let red team&amp;#039;s grenades explode but not blue team&amp;#039;s&lt;br /&gt;
-- here we define the &amp;quot;canexplode&amp;quot; function&lt;br /&gt;
function blue_nogrens:canexplode( ent_id ) &lt;br /&gt;
     if IsGrenade( ent_id ) then&lt;br /&gt;
          -- Allow red team&lt;br /&gt;
          if ( GetObjectsTeam( ent_id ) == RED_TEAM ) then&lt;br /&gt;
               return true&lt;br /&gt;
          else -- Disallow every other team&lt;br /&gt;
               return false&lt;br /&gt;
          end&lt;br /&gt;
     end&lt;br /&gt;
&lt;br /&gt;
     -- Return normally for anything not a grenade&lt;br /&gt;
     return true&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:nogrens&amp;diff=2839</id>
		<title>Lua:nogrens</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:nogrens&amp;diff=2839"/>
		<updated>2006-06-19T19:56:26Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No Grenade Areas - &amp;quot;nogrens&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;nogrens&amp;quot; area is defined as an area where grenades will not explode - hence &amp;quot;nogrens&amp;quot;. To create a &amp;quot;nogrens&amp;quot; area in your map all you need to do is create a brush, click &amp;quot;tie to entity&amp;quot;, choose trigger_ff_script, and then name it &amp;quot;nogrens&amp;quot;. Then, in your map&amp;#039;s .LUA file be sure to include base_teamplay.lua as such:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Include nobuild functionality&lt;br /&gt;
IncludeScript( &amp;quot;base_teamplay&amp;quot; )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How It Works===&lt;br /&gt;
The way a &amp;quot;nogrens&amp;quot; area works is that before the grenade goes to explode it checks to see just exactly what entities it is touching. It then asks those entity if it can explode. If any of the entities respond back with &amp;quot;false&amp;quot; then the grenade can not explode. The LUA function that answers the question if the grenade can explode is &amp;quot;canexplode&amp;quot; (as seen in the example) so if you want to override default &amp;quot;nogrens&amp;quot; behavior then your custom &amp;quot;nogrens&amp;quot; lua object will need to have a &amp;quot;canexplode&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
If you wanted red team to be able to throw grenades in an area (and have them explode) but blue team not be allowed to do that then you can do that. There are really only two changes you would need to make. First, name your &amp;quot;nogrens&amp;quot; area (in hammer) to something else - like &amp;quot;blue_nogrens&amp;quot;. Then, modify your map&amp;#039;s lua file thusly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Define &amp;quot;blue_nogrens&amp;quot;&lt;br /&gt;
blue_nogrens = trigger_ff_script({})&lt;br /&gt;
&lt;br /&gt;
-- Let red team&amp;#039;s grenades explode but not blue team&amp;#039;s&lt;br /&gt;
-- here we define the &amp;quot;canexplode&amp;quot; function&lt;br /&gt;
function blue_nogrens:canexplode( ent_id ) &lt;br /&gt;
     if IsGrenade( ent_id ) then&lt;br /&gt;
          -- Allow red team&lt;br /&gt;
          if ( GetObjectsTeam( ent_id ) == RED_TEAM ) then&lt;br /&gt;
               return true&lt;br /&gt;
          else -- Disallow every other team&lt;br /&gt;
               return false&lt;br /&gt;
          end&lt;br /&gt;
     end&lt;br /&gt;
&lt;br /&gt;
     -- Return normally for anything not a grenade&lt;br /&gt;
     return true&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:nogrens&amp;diff=2838</id>
		<title>Lua:nogrens</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:nogrens&amp;diff=2838"/>
		<updated>2006-06-19T19:55:02Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No Grenade Areas - &amp;quot;nogrens&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;nogrens&amp;quot; area is defined as an area where grenades will not explode - hence &amp;quot;nogrens&amp;quot;. To create a &amp;quot;nogrens&amp;quot; area in your map all you need to do is create a brush, click &amp;quot;tie to entity&amp;quot;, choose trigger_ff_script, and then name it &amp;quot;nogrens&amp;quot;. Then, in your map&amp;#039;s .LUA file be sure to include base_teamplay.lua as such:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Include nogrens functionality&lt;br /&gt;
IncludeScript( &amp;quot;base_teamplay&amp;quot; )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How It Works===&lt;br /&gt;
The way a &amp;quot;nogrens&amp;quot; area works is that before the grenade goes to explode it checks to see just exactly what entities it is touching. It then asks those entity if it can explode. If any of the entities respond back with &amp;quot;false&amp;quot; then the grenade can not explode. The LUA function that answers the question if the grenade can explode is &amp;quot;canexplode&amp;quot; (as seen in the example) so if you want to override default &amp;quot;nogrens&amp;quot; behavior then your custom &amp;quot;nogrens&amp;quot; lua object will need to have a &amp;quot;canexplode&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
If you wanted red team to be able to throw grenades in an area (and have them explode) but blue team not be allowed to do that then you can do that. There are really only two changes you would need to make. First, name your &amp;quot;nogrens&amp;quot; area (in hammer) to something else - like &amp;quot;blue_nogrens&amp;quot;. Then, modify your map&amp;#039;s lua file thusly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Define &amp;quot;blue_nogrens&amp;quot;&lt;br /&gt;
blue_nogrens = trigger_ff_script({})&lt;br /&gt;
&lt;br /&gt;
-- Let red team&amp;#039;s grenades explode but not blue team&amp;#039;s&lt;br /&gt;
-- here we define the &amp;quot;canexplode&amp;quot; function&lt;br /&gt;
function blue_nogrens:canexplode( ent_id ) &lt;br /&gt;
     if IsGrenade( ent_id ) then&lt;br /&gt;
          -- Allow red team&lt;br /&gt;
          if ( GetObjectsTeam( ent_id ) == RED_TEAM ) then&lt;br /&gt;
               return true&lt;br /&gt;
          else -- Disallow every other team&lt;br /&gt;
               return false&lt;br /&gt;
          end&lt;br /&gt;
     end&lt;br /&gt;
&lt;br /&gt;
     -- Return normally for anything not a grenade&lt;br /&gt;
     return true&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:nobuild&amp;diff=2837</id>
		<title>Lua:nobuild</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:nobuild&amp;diff=2837"/>
		<updated>2006-06-19T19:54:44Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No Build Areas - &amp;quot;nobuild&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;nobuild&amp;quot; area is defined as an area where a player is not allowed to build a dispenser or sentrygun - hence &amp;quot;nobuild&amp;quot;. To create a &amp;quot;nobuild&amp;quot; area in your map all you need to do is create a brush, click &amp;quot;tie to entity&amp;quot;, choose trigger_ff_script, and then name it &amp;quot;nobuild&amp;quot;. Then, in your map&amp;#039;s .LUA file be sure to include base_teamplay.lua as such:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Include nogrens functionality&lt;br /&gt;
IncludeScript( &amp;quot;base_teamplay&amp;quot; )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How It Works===&lt;br /&gt;
The way a &amp;quot;nobuild&amp;quot; area works is that when the player tries to build the game checks to see just exactly what entities the player is touching. It then asks those entity if it the player can build. If any of the entities respond back with &amp;quot;false&amp;quot; then the player cannot build. The LUA function that answers the question if the player can build is &amp;quot;canbuild&amp;quot; (as seen in the example) so if you want to override default &amp;quot;canbuild&amp;quot; behavior then your custom &amp;quot;nobuild&amp;quot; lua object will need to have a &amp;quot;canbuild&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
If you wanted red team to be able to build in an area but blue team not be allowed to do that then you can do that. There are really only two changes you would need to make. First, name your &amp;quot;nobuild&amp;quot; area (in hammer) to something else - like &amp;quot;blue_nobuild&amp;quot;. Then, modify your map&amp;#039;s lua file thusly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Define &amp;quot;blue_nobuild&amp;quot;&lt;br /&gt;
blue_nobuild = trigger_ff_script({})&lt;br /&gt;
&lt;br /&gt;
-- Let red team build but not blud team&lt;br /&gt;
-- here we define the &amp;quot;canbuild&amp;quot; function&lt;br /&gt;
function blue_nobuild:canbuild( ent_id ) &lt;br /&gt;
     if IsPlayer( ent_id ) then&lt;br /&gt;
          -- Allow red team&lt;br /&gt;
          if ( GetPlayerTeam( ent_id ) == RED_TEAM ) then&lt;br /&gt;
               return true&lt;br /&gt;
          else -- Disallow every other team&lt;br /&gt;
               return false&lt;br /&gt;
          end&lt;br /&gt;
     end&lt;br /&gt;
&lt;br /&gt;
     -- Return normally for anything else&lt;br /&gt;
     return true&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:nobuild&amp;diff=2836</id>
		<title>Lua:nobuild</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:nobuild&amp;diff=2836"/>
		<updated>2006-06-19T19:53:09Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No Build Areas - &amp;quot;nobuild&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;nobuild&amp;quot; area is defined as an area where a player is not allowed to build a dispenser or sentrygun - hence &amp;quot;nobuild&amp;quot;. To create a &amp;quot;nobuild&amp;quot; area in your map all you need to do is create a brush, click &amp;quot;tie to entity&amp;quot;, choose trigger_ff_script, and then name it &amp;quot;nobuild&amp;quot;. Then, in your map&amp;#039;s .LUA file be sure to include base_teamplay.lua as such:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Include nogrens functionality&lt;br /&gt;
IncludeScript( &amp;quot;base_teamplay&amp;quot; )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How It Works===&lt;br /&gt;
The way a &amp;quot;nobuild&amp;quot; area works is that when the player tries to build the game checks to see just exactly what entities the player is touching. It then asks those entity if it the player can build. If any of the entities respond back with &amp;quot;false&amp;quot; then the player cannot build. The LUA function that answers the question if the player can build is &amp;quot;canbuild&amp;quot; (as seen in the example) so if you want to override default &amp;quot;canbuild&amp;quot; behavior then your custom &amp;quot;nobuild&amp;quot; lua object will need to have a &amp;quot;canbuild&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
If you wanted red team to be able to throw grenades in an area (and have them explode) but blue team not be allowed to do that then you can do that. There are really only two changes you would need to make. First, name your &amp;quot;nogrens&amp;quot; area (in hammer) to something else - like &amp;quot;blue_nogrens&amp;quot;. Then, modify your map&amp;#039;s lua file thusly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Define &amp;quot;blue_nogrens&amp;quot;&lt;br /&gt;
blue_nogrens = trigger_ff_script({})&lt;br /&gt;
&lt;br /&gt;
-- Let red team&amp;#039;s grenades explode but not blue team&amp;#039;s&lt;br /&gt;
-- here we define the &amp;quot;canexplode&amp;quot; function&lt;br /&gt;
function blue_nogrens:canexplode( ent_id ) &lt;br /&gt;
     if IsGrenade( ent_id ) then&lt;br /&gt;
          -- Allow red team&lt;br /&gt;
          if ( GetObjectsTeam( ent_id ) == RED_TEAM ) then&lt;br /&gt;
               return true&lt;br /&gt;
          else -- Disallow everyone other team&lt;br /&gt;
               return false&lt;br /&gt;
          end&lt;br /&gt;
     end&lt;br /&gt;
&lt;br /&gt;
     -- Return normally for anything not a grenade&lt;br /&gt;
     return true&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:nogrens&amp;diff=2835</id>
		<title>Lua:nogrens</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:nogrens&amp;diff=2835"/>
		<updated>2006-06-19T19:45:50Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No Grenade Areas - &amp;quot;nogrens&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;nogrens&amp;quot; area is defined as an area where grenades will not explode - hence &amp;quot;nogrens&amp;quot;. To create a &amp;quot;nogrens&amp;quot; area in your map all you need to do is create a brush, click &amp;quot;tie to entity&amp;quot;, choose trigger_ff_script, and then name it &amp;quot;nogrens&amp;quot;. Then, in your map&amp;#039;s .LUA file be sure to include base_teamplay.lua as such:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Include nogrens functionality&lt;br /&gt;
IncludeScript( &amp;quot;base_teamplay&amp;quot; )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How It Works===&lt;br /&gt;
The way a &amp;quot;nogrens&amp;quot; area works is that before the grenade goes to explode it checks to see just exactly what entities it is touching. It then asks those entity if it can explode. If any of the entities respond back with &amp;quot;false&amp;quot; then the grenade can not explode. The LUA function that answers the question if the grenade can explode is &amp;quot;canexplode&amp;quot; (as seen in the example) so if you want to override default &amp;quot;nogrens&amp;quot; behavior then your custom &amp;quot;nogrens&amp;quot; lua object will need to have a &amp;quot;canexplode&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
If you wanted red team to be able to throw grenades in an area (and have them explode) but blue team not be allowed to do that then you can do that. There are really only two changes you would need to make. First, name your &amp;quot;nogrens&amp;quot; area (in hammer) to something else - like &amp;quot;blue_nogrens&amp;quot;. Then, modify your map&amp;#039;s lua file thusly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Define &amp;quot;blue_nogrens&amp;quot;&lt;br /&gt;
blue_nogrens = trigger_ff_script({})&lt;br /&gt;
&lt;br /&gt;
-- Let red team&amp;#039;s grenades explode but not blue team&amp;#039;s&lt;br /&gt;
-- here we define the &amp;quot;canexplode&amp;quot; function&lt;br /&gt;
function blue_nogrens:canexplode( ent_id ) &lt;br /&gt;
     if IsGrenade( ent_id ) then&lt;br /&gt;
          -- Allow red team&lt;br /&gt;
          if ( GetObjectsTeam( ent_id ) == RED_TEAM ) then&lt;br /&gt;
               return true&lt;br /&gt;
          else -- Disallow everyone other team&lt;br /&gt;
               return false&lt;br /&gt;
          end&lt;br /&gt;
     end&lt;br /&gt;
&lt;br /&gt;
     -- Return normally for anything not a grenade&lt;br /&gt;
     return true&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:nobuild&amp;diff=2834</id>
		<title>Lua:nobuild</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:nobuild&amp;diff=2834"/>
		<updated>2006-06-19T19:43:55Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No Build Areas - &amp;quot;nogrens&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;nogrens&amp;quot; area is defined as an area where grenades will not explode - hence &amp;quot;nogrens&amp;quot;. To create a &amp;quot;nogrens&amp;quot; area in your map all you need to do is create a brush, click &amp;quot;tie to entity&amp;quot;, choose trigger_ff_script, and then name it &amp;quot;nogrens&amp;quot;. Then, in your map&amp;#039;s .LUA file be sure to include base_teamplay.lua as such:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Include nogrens functionality&lt;br /&gt;
IncludeScript( &amp;quot;base_teamplay&amp;quot; )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How It Works===&lt;br /&gt;
The way a &amp;quot;nogrens&amp;quot; area works is that before the grenade goes to explode it checks to see just exactly what entities it is touching. It then asks those entity if it can explode. If any of the entities respond back with &amp;quot;false&amp;quot; then the grenade can not explode. The LUA function that answers the question if the grenade can explode is &amp;quot;canexplode&amp;quot; (as seen in the example) so if you want to override default &amp;quot;nogrens&amp;quot; behavior then your custom &amp;quot;nogrens&amp;quot; lua object will need to have a &amp;quot;canexplode&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
If you wanted red team to be able to throw grenades in an area (and have them explode) but blue team not be allowed to do that then you can do that. There are really only two changes you would need to make. First, name your &amp;quot;nogrens&amp;quot; area (in hammer) to something else - like &amp;quot;blue_nogrens&amp;quot;. Then, modify your map&amp;#039;s lua file thusly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Define &amp;quot;blue_nogrens&amp;quot;&lt;br /&gt;
blue_nogrens = trigger_ff_script({})&lt;br /&gt;
&lt;br /&gt;
-- Let red team&amp;#039;s grenades explode but not blue team&amp;#039;s&lt;br /&gt;
-- here we define the &amp;quot;canexplode&amp;quot; function&lt;br /&gt;
function blue_nogrens:canexplode( ent_id ) &lt;br /&gt;
     if IsGrenade( ent_id ) then&lt;br /&gt;
          -- Allow red team&lt;br /&gt;
          if ( GetObjectsTeam( ent_id ) == RED_TEAM ) then&lt;br /&gt;
               return true&lt;br /&gt;
          else -- Disallow everyone other team&lt;br /&gt;
               return false&lt;br /&gt;
          end&lt;br /&gt;
     end&lt;br /&gt;
&lt;br /&gt;
     -- Return normally for anything not a grenade&lt;br /&gt;
     return true&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:nobuild&amp;diff=2833</id>
		<title>Lua:nobuild</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:nobuild&amp;diff=2833"/>
		<updated>2006-06-19T19:43:22Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No Build Areas - &amp;quot;nogrens&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;nogrens&amp;quot; area is defined as an area where grenades will not explode - hence &amp;quot;nogrens&amp;quot;. To create a &amp;quot;nogrens&amp;quot; area in your map all you need to do is create a brush, click &amp;quot;tie to entity&amp;quot;, choose trigger_ff_script, and then name it &amp;quot;nogrens&amp;quot;. Then, in your map&amp;#039;s .LUA file be sure to include base_teamplay.lua as such:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Include nogrens functionality&lt;br /&gt;
IncludeScript( &amp;quot;base_teamplay&amp;quot; )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How It Works===&lt;br /&gt;
The way a &amp;quot;nogrens&amp;quot; area works is that before the grenade goes to explode it checks to see just exactly what entities it is touching. It then asks those entity if it can explode. If any of the entities respond back with &amp;quot;false&amp;quot; then the grenade can not explode. The LUA function that answers the question if the grenade can explode is &amp;quot;canexplode&amp;quot; (as seen in the example) so if you want to override default &amp;quot;nogrens&amp;quot; behavior then your custom &amp;quot;nogrens&amp;quot; lua object will need to have a &amp;quot;canexplode&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
If you wanted red team to be able to throw grenades in an area (and have them explode) but blue team not be allowed to do that then you can do that. There are really only two changes you would need to make. First, name your &amp;quot;nogrens&amp;quot; area (in hammer) to something else - like &amp;quot;blue_nogrens&amp;quot;. Then, modify your map&amp;#039;s lua file thusly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Define &amp;quot;blue_nogrens&amp;quot;&lt;br /&gt;
blue_nogrens = trigger_ff_script({})&lt;br /&gt;
&lt;br /&gt;
-- Let red team&amp;#039;s grenades explode but not blue team&amp;#039;s&lt;br /&gt;
-- here we define the &amp;quot;canexplode&amp;quot; function&lt;br /&gt;
function blue_nogrens:canexplode( ent_id ) &lt;br /&gt;
     if IsGrenade( ent_id ) then&lt;br /&gt;
          -- Allow red team&lt;br /&gt;
          if ( GetObjectsTeam( ent_id ) == RED_TEAM ) then&lt;br /&gt;
               return true&lt;br /&gt;
          else -- Disallow everyone other team&lt;br /&gt;
               return false&lt;br /&gt;
          end&lt;br /&gt;
     end&lt;br /&gt;
&lt;br /&gt;
     -- Return normally for anything not a grenade&lt;br /&gt;
     return true&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:nobuild&amp;diff=2832</id>
		<title>Lua:nobuild</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:nobuild&amp;diff=2832"/>
		<updated>2006-06-19T19:42:59Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* No Build Areas - &amp;quot;nogrens&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No Build Areas - &amp;quot;nogrens&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;nogrens&amp;quot; area is defined as an area where grenades will not explode - hence &amp;quot;nogrens&amp;quot;. To create a &amp;quot;nogrens&amp;quot; area in your map all you need to do is create a brush, click &amp;quot;tie to entity&amp;quot;, choose trigger_ff_script, and then name it &amp;quot;nogrens&amp;quot;. Then, in your map&amp;#039;s .LUA file be sure to include base_teamplay.lua as such:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Include nogrens functionality&lt;br /&gt;
IncludeScript( &amp;quot;base_teamplay&amp;quot; )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How It Works===&lt;br /&gt;
The way a &amp;quot;nogrens&amp;quot; area works is that before the grenade goes to explode it checks to see just exactly what entities it is touching. It then asks those entity if it can explode. If any of the entities respond back with &amp;quot;false&amp;quot; then the grenade can not explode. The LUA function that answers the question if the grenade can explode is &amp;quot;canexplode&amp;quot; (as seen in the example) so if you want to override default &amp;quot;nogrens&amp;quot; behavior then your custom &amp;quot;nogrens&amp;quot; lua object will need to have a &amp;quot;canexplode&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
If you wanted red team to be able to throw grenades in an area (and have them explode) but blue team not be allowed to do that then you can do that. There are really only two changes you would need to make. First, name your &amp;quot;nogrens&amp;quot; area (in hammer) to something else - like &amp;quot;blue_nogrens&amp;quot;. Then, modify your map&amp;#039;s lua file thusly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Define &amp;quot;blue_nogrens&amp;quot;&lt;br /&gt;
blue_nogrens = trigger_ff_script({})&lt;br /&gt;
&lt;br /&gt;
-- Let red team&amp;#039;s grenades explode but not blue team&amp;#039;s&lt;br /&gt;
-- here we define the &amp;quot;canexplode&amp;quot; function&lt;br /&gt;
function blue_nogrens:canexplode( ent_id ) &lt;br /&gt;
     if IsGrenade( ent_id ) then&lt;br /&gt;
          -- Allow red team&lt;br /&gt;
          if ( GetObjectsTeam( ent_id ) == RED_TEAM ) then&lt;br /&gt;
               return true&lt;br /&gt;
          else -- Disallow everyone other team&lt;br /&gt;
               return false&lt;br /&gt;
          end&lt;br /&gt;
     end&lt;br /&gt;
&lt;br /&gt;
     -- Return normally for anything not a grenade&lt;br /&gt;
     return true&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:nobuild&amp;diff=2831</id>
		<title>Lua:nobuild</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:nobuild&amp;diff=2831"/>
		<updated>2006-06-19T19:32:25Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No Build Areas - &amp;quot;nogrens&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;nogrens&amp;quot; area is defined as an area where grenades will not explode - hence &amp;quot;nogrens&amp;quot;. To create a &amp;quot;nogrens&amp;quot; area in your map all you need to do is create a brush, tie to entity, choose trigger_ff_script, and then name it &amp;quot;nogrens&amp;quot;. Then, in your map&amp;#039;s .LUA file be sure to include base_teamplay.lua as such:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- Map&amp;#039;s LUA file&lt;br /&gt;
&lt;br /&gt;
-- Include nogrens functionality&lt;br /&gt;
IncludeScript( &amp;quot;base_teamplay&amp;quot; )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2830</id>
		<title>Lua Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2830"/>
		<updated>2006-06-19T19:29:56Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* Special Things */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
LUA Commands are functions LUA can use to call into game code to do something and usually return a result. These are also referred to as &amp;quot;entry points&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Communicating with player==&lt;br /&gt;
*BroadCastMessage&lt;br /&gt;
*BroadCastMessageToPlayer&lt;br /&gt;
*BroadCastSound&lt;br /&gt;
*BroadCastSoundToPlayer&lt;br /&gt;
*ConsoleToAll&lt;br /&gt;
*EmitSound&lt;br /&gt;
*SmartMessage&lt;br /&gt;
*SmartSound&lt;br /&gt;
*SmartTeamMessage&lt;br /&gt;
*SmartTeamSound&lt;br /&gt;
&lt;br /&gt;
==Interfacing with map entities==&lt;br /&gt;
*CloseDoor&lt;br /&gt;
*FireOutput&lt;br /&gt;
*LockButton&lt;br /&gt;
*LockDoor&lt;br /&gt;
*OpenDoor&lt;br /&gt;
*PressButton&lt;br /&gt;
*ToggleDoor&lt;br /&gt;
*SpawnEntityAtPlayer&lt;br /&gt;
*UnlockButton&lt;br /&gt;
*UnlockDoor&lt;br /&gt;
*UseEntity&lt;br /&gt;
&lt;br /&gt;
==Finding Information about the Players==&lt;br /&gt;
*GetPlayer&lt;br /&gt;
*GetPlayerClass&lt;br /&gt;
*GetPlayerOnTeam&lt;br /&gt;
*GetPlayerName&lt;br /&gt;
*GetPlayerTeam&lt;br /&gt;
*NumPlayers&lt;br /&gt;
*NumPlayersOnTeam&lt;br /&gt;
&lt;br /&gt;
==Manipulating Players==&lt;br /&gt;
*AddAmmo&lt;br /&gt;
*AddFrags&lt;br /&gt;
*AddHealth&lt;br /&gt;
*AddArmor&lt;br /&gt;
*IsPlayer&lt;br /&gt;
*IsPlayerFeetDeepInWater&lt;br /&gt;
*IsPlayerUnderWater&lt;br /&gt;
*IsPlayerWaistDeepInWater&lt;br /&gt;
*MarkRadioTag&lt;br /&gt;
*RemoveAmmo&lt;br /&gt;
*RespawnAllPlayers&lt;br /&gt;
*RespawnPlayer&lt;br /&gt;
*SetPlayerDisguisable&lt;br /&gt;
*SetPlayerRespawnDelay&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with locations:&amp;#039;&amp;#039;&lt;br /&gt;
*SetPlayerLocation&lt;br /&gt;
*RemoveLocation&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nobuild areas:&amp;#039;&amp;#039;&lt;br /&gt;
*IsPlayerInNoBuild&lt;br /&gt;
&lt;br /&gt;
==Manipulating Teams==&lt;br /&gt;
*AddTeamScore&lt;br /&gt;
*IsTeam1AlliedToTeam2&lt;br /&gt;
*[[LUA:SetTeamAllies|SetTeamAllies]]&lt;br /&gt;
*[[LUA:SetTeamClassLimit|SetTeamClassLimit]]&lt;br /&gt;
*SetTeamPlayerLimit&lt;br /&gt;
*[[LUA:SmartClassLimits|SmartClassLimits]]&lt;br /&gt;
&lt;br /&gt;
==Manipulating Grenades==&lt;br /&gt;
*[[LUA:IsGrenade|IsGrenade]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nogren areas:&amp;#039;&amp;#039;&lt;br /&gt;
*[[LUA:IsGrenInNoGren|IsGrenInNoGren]]&lt;br /&gt;
&lt;br /&gt;
==Item/Flag related==&lt;br /&gt;
*DropItem&lt;br /&gt;
*Pickup&lt;br /&gt;
*PlayerHasItem&lt;br /&gt;
*RemoveItem&lt;br /&gt;
*Respawn&lt;br /&gt;
*ReturnItem&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
*GetObjectsTeam&lt;br /&gt;
*IncludeScript&lt;br /&gt;
*IsDispenser&lt;br /&gt;
*IsObjectsOriginInWater&lt;br /&gt;
*IsObjectsOriginInSlime&lt;br /&gt;
*IsSentrygun&lt;br /&gt;
*PrecacheModel&lt;br /&gt;
*PrecacheSound&lt;br /&gt;
*Random / rand&lt;br /&gt;
*SetGlobalRespawnDelay&lt;br /&gt;
*SetModel&lt;br /&gt;
&lt;br /&gt;
==Special Things==&lt;br /&gt;
*[[LUA:Map Location System|Map Location System]]&lt;br /&gt;
*[[LUA:nobuild|No Build Areas - &amp;quot;nobuild&amp;quot;]]&lt;br /&gt;
*[[LUA:nogrens|No Grenade Areas - &amp;quot;nogrens&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2829</id>
		<title>Lua Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2829"/>
		<updated>2006-06-19T18:44:34Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* Map Location System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
LUA Commands are functions LUA can use to call into game code to do something and usually return a result. These are also referred to as &amp;quot;entry points&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Communicating with player==&lt;br /&gt;
*BroadCastMessage&lt;br /&gt;
*BroadCastMessageToPlayer&lt;br /&gt;
*BroadCastSound&lt;br /&gt;
*BroadCastSoundToPlayer&lt;br /&gt;
*ConsoleToAll&lt;br /&gt;
*EmitSound&lt;br /&gt;
*SmartMessage&lt;br /&gt;
*SmartSound&lt;br /&gt;
*SmartTeamMessage&lt;br /&gt;
*SmartTeamSound&lt;br /&gt;
&lt;br /&gt;
==Interfacing with map entities==&lt;br /&gt;
*CloseDoor&lt;br /&gt;
*FireOutput&lt;br /&gt;
*LockButton&lt;br /&gt;
*LockDoor&lt;br /&gt;
*OpenDoor&lt;br /&gt;
*PressButton&lt;br /&gt;
*ToggleDoor&lt;br /&gt;
*SpawnEntityAtPlayer&lt;br /&gt;
*UnlockButton&lt;br /&gt;
*UnlockDoor&lt;br /&gt;
*UseEntity&lt;br /&gt;
&lt;br /&gt;
==Finding Information about the Players==&lt;br /&gt;
*GetPlayer&lt;br /&gt;
*GetPlayerClass&lt;br /&gt;
*GetPlayerOnTeam&lt;br /&gt;
*GetPlayerName&lt;br /&gt;
*GetPlayerTeam&lt;br /&gt;
*NumPlayers&lt;br /&gt;
*NumPlayersOnTeam&lt;br /&gt;
&lt;br /&gt;
==Manipulating Players==&lt;br /&gt;
*AddAmmo&lt;br /&gt;
*AddFrags&lt;br /&gt;
*AddHealth&lt;br /&gt;
*AddArmor&lt;br /&gt;
*IsPlayer&lt;br /&gt;
*IsPlayerFeetDeepInWater&lt;br /&gt;
*IsPlayerUnderWater&lt;br /&gt;
*IsPlayerWaistDeepInWater&lt;br /&gt;
*MarkRadioTag&lt;br /&gt;
*RemoveAmmo&lt;br /&gt;
*RespawnAllPlayers&lt;br /&gt;
*RespawnPlayer&lt;br /&gt;
*SetPlayerDisguisable&lt;br /&gt;
*SetPlayerRespawnDelay&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with locations:&amp;#039;&amp;#039;&lt;br /&gt;
*SetPlayerLocation&lt;br /&gt;
*RemoveLocation&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nobuild areas:&amp;#039;&amp;#039;&lt;br /&gt;
*IsPlayerInNoBuild&lt;br /&gt;
&lt;br /&gt;
==Manipulating Teams==&lt;br /&gt;
*AddTeamScore&lt;br /&gt;
*IsTeam1AlliedToTeam2&lt;br /&gt;
*[[LUA:SetTeamAllies|SetTeamAllies]]&lt;br /&gt;
*[[LUA:SetTeamClassLimit|SetTeamClassLimit]]&lt;br /&gt;
*SetTeamPlayerLimit&lt;br /&gt;
*[[LUA:SmartClassLimits|SmartClassLimits]]&lt;br /&gt;
&lt;br /&gt;
==Manipulating Grenades==&lt;br /&gt;
*[[LUA:IsGrenade|IsGrenade]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nogren areas:&amp;#039;&amp;#039;&lt;br /&gt;
*[[LUA:IsGrenInNoGren|IsGrenInNoGren]]&lt;br /&gt;
&lt;br /&gt;
==Item/Flag related==&lt;br /&gt;
*DropItem&lt;br /&gt;
*Pickup&lt;br /&gt;
*PlayerHasItem&lt;br /&gt;
*RemoveItem&lt;br /&gt;
*Respawn&lt;br /&gt;
*ReturnItem&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
*GetObjectsTeam&lt;br /&gt;
*IncludeScript&lt;br /&gt;
*IsDispenser&lt;br /&gt;
*IsObjectsOriginInWater&lt;br /&gt;
*IsObjectsOriginInSlime&lt;br /&gt;
*IsSentrygun&lt;br /&gt;
*PrecacheModel&lt;br /&gt;
*PrecacheSound&lt;br /&gt;
*Random / rand&lt;br /&gt;
*SetGlobalRespawnDelay&lt;br /&gt;
*SetModel&lt;br /&gt;
&lt;br /&gt;
==Special Things==&lt;br /&gt;
*[[LUA:Map Location System|Map Location System]]&lt;br /&gt;
*No Build Areas - &amp;quot;nobuild&amp;quot;&lt;br /&gt;
*No Grenade Areas - &amp;quot;nogrens&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsPlayer&amp;diff=2828</id>
		<title>Lua:IsPlayer</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsPlayer&amp;diff=2828"/>
		<updated>2006-06-19T18:36:20Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IsPlayer==&lt;br /&gt;
&lt;br /&gt;
IsPlayer is used to see if an entity index being passed into a function is a player or not.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;IsPlayer( ent_id )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
The ent_id passed in is simply an integer index that refers to an entities game code ENTINDEX().&lt;br /&gt;
&lt;br /&gt;
===Output===&lt;br /&gt;
The output is true or false depending if ent_id is a player or not.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
Here&amp;#039;s an example of seeing if someone touching a trigger_ff_script named &amp;quot;red_goal&amp;quot; is a player or not and then giving that players team a point:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- In the map&amp;#039;s .LUA file...&lt;br /&gt;
&lt;br /&gt;
-- Define red_goal trigger_ff_script&lt;br /&gt;
red_goal = trigger_ff_script:new({})&lt;br /&gt;
&lt;br /&gt;
-- When we&amp;#039;re touched by a player, do something&lt;br /&gt;
function red_goal:ontouch( ent_id )&lt;br /&gt;
     if IsPlayer( ent_id ) then&lt;br /&gt;
          -- Add 1 point to the players team&lt;br /&gt;
          AddTeamScore( GetPlayerTeam( ent_id ), 1 )&lt;br /&gt;
     end&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsPlayer&amp;diff=2827</id>
		<title>Lua:IsPlayer</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsPlayer&amp;diff=2827"/>
		<updated>2006-06-19T18:35:05Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IsPlayer==&lt;br /&gt;
&lt;br /&gt;
IsPlayer is used to see if an entity index being passed into a function is a player or not.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;IsPlayer( ent_id )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
The ent_id passed in is simply an integer index that refers to an entities game code ENTINDEX().&lt;br /&gt;
&lt;br /&gt;
===Output===&lt;br /&gt;
The output is true or false depending if ent_id is a player or not.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
Here&amp;#039;s an example of seeing if someone touching a trigger_ff_script named &amp;quot;red_goal&amp;quot; is a player or not and then giving that player&amp;#039;s a team a point:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- In the map&amp;#039;s .LUA file...&lt;br /&gt;
&lt;br /&gt;
-- Define red_goal trigger_ff_script&lt;br /&gt;
red_goal = trigger_ff_script:new({})&lt;br /&gt;
&lt;br /&gt;
-- When we&amp;#039;re touched by a player, do something&lt;br /&gt;
function red_goal:ontouch( ent_id )&lt;br /&gt;
     if IsPlayer( ent_id ) then&lt;br /&gt;
          -- Add 1 point to the players&amp;#039; team&lt;br /&gt;
          AddTeamScore( GetPlayerTeam( ent_id ), 1 )&lt;br /&gt;
     end&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsPlayer&amp;diff=2826</id>
		<title>Lua:IsPlayer</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsPlayer&amp;diff=2826"/>
		<updated>2006-06-19T18:34:54Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IsPlayer==&lt;br /&gt;
&lt;br /&gt;
IsPlayer is used to see if an entity index being passed into a function is a player or not.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;IsPlayer( ent_id )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
The ent_id passed in is simply an integer index that refers to an entities game code ENTINDEX().&lt;br /&gt;
&lt;br /&gt;
===Output===&lt;br /&gt;
The output is true or false depending if ent_id is a player or not.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
Here&amp;#039;s an example of seeing if someone touching a trigger_ff_script named &amp;quot;red_goal&amp;quot; is a player or not and then giving that player&amp;#039;s a team a point:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- In the map&amp;#039;s .LUA file...&lt;br /&gt;
&lt;br /&gt;
-- Define red_goal trigger_ff_script&lt;br /&gt;
red_goal = trigger_ff_script:new({})&lt;br /&gt;
&lt;br /&gt;
-- When we&amp;#039;re touched by a player, do something&lt;br /&gt;
function red_goal:ontouch( ent_id )&lt;br /&gt;
     if IsPlayer( ent_id ) then&lt;br /&gt;
          -- Add 1 point to the playerss team&lt;br /&gt;
          AddTeamScore( GetPlayerTeam( ent_id ), 1 )&lt;br /&gt;
     end&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2825</id>
		<title>Lua Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2825"/>
		<updated>2006-06-19T18:32:53Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* Manipulating Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
LUA Commands are functions LUA can use to call into game code to do something and usually return a result. These are also referred to as &amp;quot;entry points&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Communicating with player==&lt;br /&gt;
*BroadCastMessage&lt;br /&gt;
*BroadCastMessageToPlayer&lt;br /&gt;
*BroadCastSound&lt;br /&gt;
*BroadCastSoundToPlayer&lt;br /&gt;
*ConsoleToAll&lt;br /&gt;
*EmitSound&lt;br /&gt;
*SmartMessage&lt;br /&gt;
*SmartSound&lt;br /&gt;
*SmartTeamMessage&lt;br /&gt;
*SmartTeamSound&lt;br /&gt;
&lt;br /&gt;
==Interfacing with map entities==&lt;br /&gt;
*CloseDoor&lt;br /&gt;
*FireOutput&lt;br /&gt;
*LockButton&lt;br /&gt;
*LockDoor&lt;br /&gt;
*OpenDoor&lt;br /&gt;
*PressButton&lt;br /&gt;
*ToggleDoor&lt;br /&gt;
*SpawnEntityAtPlayer&lt;br /&gt;
*UnlockButton&lt;br /&gt;
*UnlockDoor&lt;br /&gt;
*UseEntity&lt;br /&gt;
&lt;br /&gt;
==Finding Information about the Players==&lt;br /&gt;
*GetPlayer&lt;br /&gt;
*GetPlayerClass&lt;br /&gt;
*GetPlayerOnTeam&lt;br /&gt;
*GetPlayerName&lt;br /&gt;
*GetPlayerTeam&lt;br /&gt;
*NumPlayers&lt;br /&gt;
*NumPlayersOnTeam&lt;br /&gt;
&lt;br /&gt;
==Manipulating Players==&lt;br /&gt;
*AddAmmo&lt;br /&gt;
*AddFrags&lt;br /&gt;
*AddHealth&lt;br /&gt;
*AddArmor&lt;br /&gt;
*IsPlayer&lt;br /&gt;
*IsPlayerFeetDeepInWater&lt;br /&gt;
*IsPlayerUnderWater&lt;br /&gt;
*IsPlayerWaistDeepInWater&lt;br /&gt;
*MarkRadioTag&lt;br /&gt;
*RemoveAmmo&lt;br /&gt;
*RespawnAllPlayers&lt;br /&gt;
*RespawnPlayer&lt;br /&gt;
*SetPlayerDisguisable&lt;br /&gt;
*SetPlayerRespawnDelay&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with locations:&amp;#039;&amp;#039;&lt;br /&gt;
*SetPlayerLocation&lt;br /&gt;
*RemoveLocation&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nobuild areas:&amp;#039;&amp;#039;&lt;br /&gt;
*IsPlayerInNoBuild&lt;br /&gt;
&lt;br /&gt;
==Manipulating Teams==&lt;br /&gt;
*AddTeamScore&lt;br /&gt;
*IsTeam1AlliedToTeam2&lt;br /&gt;
*[[LUA:SetTeamAllies|SetTeamAllies]]&lt;br /&gt;
*[[LUA:SetTeamClassLimit|SetTeamClassLimit]]&lt;br /&gt;
*SetTeamPlayerLimit&lt;br /&gt;
*[[LUA:SmartClassLimits|SmartClassLimits]]&lt;br /&gt;
&lt;br /&gt;
==Manipulating Grenades==&lt;br /&gt;
*[[LUA:IsGrenade|IsGrenade]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nogren areas:&amp;#039;&amp;#039;&lt;br /&gt;
*[[LUA:IsGrenInNoGren|IsGrenInNoGren]]&lt;br /&gt;
&lt;br /&gt;
==Item/Flag related==&lt;br /&gt;
*DropItem&lt;br /&gt;
*Pickup&lt;br /&gt;
*PlayerHasItem&lt;br /&gt;
*RemoveItem&lt;br /&gt;
*Respawn&lt;br /&gt;
*ReturnItem&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
*GetObjectsTeam&lt;br /&gt;
*IncludeScript&lt;br /&gt;
*IsDispenser&lt;br /&gt;
*IsObjectsOriginInWater&lt;br /&gt;
*IsObjectsOriginInSlime&lt;br /&gt;
*IsSentrygun&lt;br /&gt;
*PrecacheModel&lt;br /&gt;
*PrecacheSound&lt;br /&gt;
*Random / rand&lt;br /&gt;
*SetGlobalRespawnDelay&lt;br /&gt;
*SetModel&lt;br /&gt;
&lt;br /&gt;
==Map Location System==&lt;br /&gt;
*[[LUA:Map Location System|Map Location System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2824</id>
		<title>Lua Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2824"/>
		<updated>2006-06-19T18:32:51Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* Manipulating Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
LUA Commands are functions LUA can use to call into game code to do something and usually return a result. These are also referred to as &amp;quot;entry points&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Communicating with player==&lt;br /&gt;
*BroadCastMessage&lt;br /&gt;
*BroadCastMessageToPlayer&lt;br /&gt;
*BroadCastSound&lt;br /&gt;
*BroadCastSoundToPlayer&lt;br /&gt;
*ConsoleToAll&lt;br /&gt;
*EmitSound&lt;br /&gt;
*SmartMessage&lt;br /&gt;
*SmartSound&lt;br /&gt;
*SmartTeamMessage&lt;br /&gt;
*SmartTeamSound&lt;br /&gt;
&lt;br /&gt;
==Interfacing with map entities==&lt;br /&gt;
*CloseDoor&lt;br /&gt;
*FireOutput&lt;br /&gt;
*LockButton&lt;br /&gt;
*LockDoor&lt;br /&gt;
*OpenDoor&lt;br /&gt;
*PressButton&lt;br /&gt;
*ToggleDoor&lt;br /&gt;
*SpawnEntityAtPlayer&lt;br /&gt;
*UnlockButton&lt;br /&gt;
*UnlockDoor&lt;br /&gt;
*UseEntity&lt;br /&gt;
&lt;br /&gt;
==Finding Information about the Players==&lt;br /&gt;
*GetPlayer&lt;br /&gt;
*GetPlayerClass&lt;br /&gt;
*GetPlayerOnTeam&lt;br /&gt;
*GetPlayerName&lt;br /&gt;
*GetPlayerTeam&lt;br /&gt;
*NumPlayers&lt;br /&gt;
*NumPlayersOnTeam&lt;br /&gt;
&lt;br /&gt;
==Manipulating Players==&lt;br /&gt;
*AddAmmo&lt;br /&gt;
*AddFrags&lt;br /&gt;
*AddHealth&lt;br /&gt;
*AddArmor&lt;br /&gt;
*[[LUA:IsPlayer|IsPlayer]]&lt;br /&gt;
*IsPlayerFeetDeepInWater&lt;br /&gt;
*IsPlayerUnderWater&lt;br /&gt;
*IsPlayerWaistDeepInWater&lt;br /&gt;
*MarkRadioTag&lt;br /&gt;
*RemoveAmmo&lt;br /&gt;
*RespawnAllPlayers&lt;br /&gt;
*RespawnPlayer&lt;br /&gt;
*SetPlayerDisguisable&lt;br /&gt;
*SetPlayerRespawnDelay&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with locations:&amp;#039;&amp;#039;&lt;br /&gt;
*SetPlayerLocation&lt;br /&gt;
*RemoveLocation&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nobuild areas:&amp;#039;&amp;#039;&lt;br /&gt;
*IsPlayerInNoBuild&lt;br /&gt;
&lt;br /&gt;
==Manipulating Teams==&lt;br /&gt;
*AddTeamScore&lt;br /&gt;
*IsTeam1AlliedToTeam2&lt;br /&gt;
*[[LUA:SetTeamAllies|SetTeamAllies]]&lt;br /&gt;
*[[LUA:SetTeamClassLimit|SetTeamClassLimit]]&lt;br /&gt;
*SetTeamPlayerLimit&lt;br /&gt;
*[[LUA:SmartClassLimits|SmartClassLimits]]&lt;br /&gt;
&lt;br /&gt;
==Manipulating Grenades==&lt;br /&gt;
*[[LUA:IsGrenade|IsGrenade]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nogren areas:&amp;#039;&amp;#039;&lt;br /&gt;
*[[LUA:IsGrenInNoGren|IsGrenInNoGren]]&lt;br /&gt;
&lt;br /&gt;
==Item/Flag related==&lt;br /&gt;
*DropItem&lt;br /&gt;
*Pickup&lt;br /&gt;
*PlayerHasItem&lt;br /&gt;
*RemoveItem&lt;br /&gt;
*Respawn&lt;br /&gt;
*ReturnItem&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
*GetObjectsTeam&lt;br /&gt;
*IncludeScript&lt;br /&gt;
*IsDispenser&lt;br /&gt;
*IsObjectsOriginInWater&lt;br /&gt;
*IsObjectsOriginInSlime&lt;br /&gt;
*IsSentrygun&lt;br /&gt;
*PrecacheModel&lt;br /&gt;
*PrecacheSound&lt;br /&gt;
*Random / rand&lt;br /&gt;
*SetGlobalRespawnDelay&lt;br /&gt;
*SetModel&lt;br /&gt;
&lt;br /&gt;
==Map Location System==&lt;br /&gt;
*[[LUA:Map Location System|Map Location System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenInNoGren&amp;diff=2821</id>
		<title>Lua:IsGrenInNoGren</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenInNoGren&amp;diff=2821"/>
		<updated>2006-06-19T18:28:41Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IsGrenInNoGren==&lt;br /&gt;
&lt;br /&gt;
IsGrenInNoGren is used to see if a a grenade is in a &amp;quot;[[:LUA:nogrens|nogrens]]&amp;quot; area. By default, a trigger_ff_script named &amp;quot;[[:LUA:nogrens|nogrens]]&amp;quot; will not allow grenades to explode while the grenade is touching the &amp;quot;nogrens&amp;quot; trigger_ff_script entity.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;IsGrenInNoGren( ent_id )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
The ent_id passed in is simply an integer index that refers to an entities game code ENTINDEX().&lt;br /&gt;
&lt;br /&gt;
===Output===&lt;br /&gt;
The output is true or false depending if ent_id is a grenade and then if the grenade is in a &amp;quot;[[:LUA:nogrens|nogrens]]&amp;quot; area or not. A list of grenades can be found [[:Category:Grenades|here]].&lt;br /&gt;
&lt;br /&gt;
==Important Note==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you want trigger&amp;#039;s to react to grenades you MUST &amp;#039;check&amp;#039;/&amp;#039;tick&amp;#039; the &amp;quot;everything&amp;quot; option on the flags tab of the entity in Hammer.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
http://mulchman.trepid.net/tick-everything.JPG&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenInNoGren&amp;diff=2819</id>
		<title>Lua:IsGrenInNoGren</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenInNoGren&amp;diff=2819"/>
		<updated>2006-06-19T18:27:02Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IsGrenInNoGren==&lt;br /&gt;
&lt;br /&gt;
IsGrenInNoGren is used to see if a a grenade is in a &amp;quot;[[:Category:LUA:nogrens|nogrens]]&amp;quot; area. By default, a trigger_ff_script named &amp;quot;[[:Category:LUA:nogrens|nogrens]]&amp;quot; will not allow grenades to explode while the grenade is touching the &amp;quot;nogrens&amp;quot; trigger_ff_script entity.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;IsGrenInNoGren( ent_id )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
The ent_id passed in is simply an integer index that refers to an entities game code ENTINDEX().&lt;br /&gt;
&lt;br /&gt;
===Output===&lt;br /&gt;
The output is true or false depending if ent_id is a grenade and then if the grenade is in a &amp;quot;[[:Category:LUA:nogrens|nogrens]]&amp;quot; area or not. A list of grenades can be found [[:Category:Grenades|here]].&lt;br /&gt;
&lt;br /&gt;
==Important Note==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you want trigger&amp;#039;s to react to grenades you MUST &amp;#039;check&amp;#039;/&amp;#039;tick&amp;#039; the &amp;quot;everything&amp;quot; option on the flags tab of the entity in Hammer.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
http://mulchman.trepid.net/tick-everything.JPG&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenInNoGren&amp;diff=2818</id>
		<title>Lua:IsGrenInNoGren</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenInNoGren&amp;diff=2818"/>
		<updated>2006-06-19T18:25:35Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IsGrenInNoGren==&lt;br /&gt;
&lt;br /&gt;
IsGrenInNoGren is used to see if a a grenade is in a &amp;quot;nogrens&amp;quot; area. By default, a trigger_ff_script named &amp;quot;nogrens&amp;quot; will not allow grenades to explode while the grenade is touching the &amp;quot;nogrens&amp;quot; trigger_ff_script entity.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;IsGrenInNoGren( ent_id )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
The ent_id passed in is simply an integer index that refers to an entities game code ENTINDEX().&lt;br /&gt;
&lt;br /&gt;
===Output===&lt;br /&gt;
The output is true or false depending if ent_id is a grenade and then if the grenade is in a &amp;quot;nogrens&amp;quot; area or not. A list of grenades can be found [[:Category:Grenades|here]].&lt;br /&gt;
&lt;br /&gt;
==Important Note==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you want trigger&amp;#039;s to react to grenades you MUST &amp;#039;check&amp;#039;/&amp;#039;tick&amp;#039; the &amp;quot;everything&amp;quot; option on the flags tab of the entity in Hammer.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
http://mulchman.trepid.net/tick-everything.JPG&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2817</id>
		<title>Lua Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2817"/>
		<updated>2006-06-19T18:21:23Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* Manipulating Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
LUA Commands are functions LUA can use to call into game code to do something and usually return a result. These are also referred to as &amp;quot;entry points&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Communicating with player==&lt;br /&gt;
*BroadCastMessage&lt;br /&gt;
*BroadCastMessageToPlayer&lt;br /&gt;
*BroadCastSound&lt;br /&gt;
*BroadCastSoundToPlayer&lt;br /&gt;
*ConsoleToAll&lt;br /&gt;
*EmitSound&lt;br /&gt;
*SmartMessage&lt;br /&gt;
*SmartSound&lt;br /&gt;
*SmartTeamMessage&lt;br /&gt;
*SmartTeamSound&lt;br /&gt;
&lt;br /&gt;
==Interfacing with map entities==&lt;br /&gt;
*CloseDoor&lt;br /&gt;
*FireOutput&lt;br /&gt;
*LockButton&lt;br /&gt;
*LockDoor&lt;br /&gt;
*OpenDoor&lt;br /&gt;
*PressButton&lt;br /&gt;
*ToggleDoor&lt;br /&gt;
*SpawnEntityAtPlayer&lt;br /&gt;
*UnlockButton&lt;br /&gt;
*UnlockDoor&lt;br /&gt;
*UseEntity&lt;br /&gt;
&lt;br /&gt;
==Finding Information about the Players==&lt;br /&gt;
*GetPlayer&lt;br /&gt;
*GetPlayerClass&lt;br /&gt;
*GetPlayerOnTeam&lt;br /&gt;
*GetPlayerName&lt;br /&gt;
*GetPlayerTeam&lt;br /&gt;
*NumPlayers&lt;br /&gt;
*NumPlayersOnTeam&lt;br /&gt;
&lt;br /&gt;
==Manipulating Players==&lt;br /&gt;
*AddAmmo&lt;br /&gt;
*AddFrags&lt;br /&gt;
*AddHealth&lt;br /&gt;
*AddArmor&lt;br /&gt;
*IsPlayer&lt;br /&gt;
*IsPlayerFeetDeepInWater&lt;br /&gt;
*IsPlayerUnderWater&lt;br /&gt;
*IsPlayerWaistDeepInWater&lt;br /&gt;
*MarkRadioTag&lt;br /&gt;
*RemoveAmmo&lt;br /&gt;
*RespawnAllPlayers&lt;br /&gt;
*RespawnPlayer&lt;br /&gt;
*SetPlayerDisguisable&lt;br /&gt;
*SetPlayerRespawnDelay&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with locations:&amp;#039;&amp;#039;&lt;br /&gt;
*SetPlayerLocation&lt;br /&gt;
*RemoveLocation&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nobuild areas:&amp;#039;&amp;#039;&lt;br /&gt;
*IsPlayerInNoBuild&lt;br /&gt;
&lt;br /&gt;
==Manipulating Teams==&lt;br /&gt;
*AddTeamScore&lt;br /&gt;
*IsTeam1AlliedToTeam2&lt;br /&gt;
*[[LUA:SetTeamAllies|SetTeamAllies]]&lt;br /&gt;
*[[LUA:SetTeamClassLimit|SetTeamClassLimit]]&lt;br /&gt;
*SetTeamPlayerLimit&lt;br /&gt;
*[[LUA:SmartClassLimits|SmartClassLimits]]&lt;br /&gt;
&lt;br /&gt;
==Manipulating Grenades==&lt;br /&gt;
*[[LUA:IsGrenade|IsGrenade]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nogren areas:&amp;#039;&amp;#039;&lt;br /&gt;
*[[LUA:IsGrenInNoGren|IsGrenInNoGren]]&lt;br /&gt;
&lt;br /&gt;
==Item/Flag related==&lt;br /&gt;
*DropItem&lt;br /&gt;
*Pickup&lt;br /&gt;
*PlayerHasItem&lt;br /&gt;
*RemoveItem&lt;br /&gt;
*Respawn&lt;br /&gt;
*ReturnItem&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
*GetObjectsTeam&lt;br /&gt;
*IncludeScript&lt;br /&gt;
*IsDispenser&lt;br /&gt;
*IsObjectsOriginInWater&lt;br /&gt;
*IsObjectsOriginInSlime&lt;br /&gt;
*IsSentrygun&lt;br /&gt;
*PrecacheModel&lt;br /&gt;
*PrecacheSound&lt;br /&gt;
*Random / rand&lt;br /&gt;
*SetGlobalRespawnDelay&lt;br /&gt;
*SetModel&lt;br /&gt;
&lt;br /&gt;
==Map Location System==&lt;br /&gt;
*[[LUA:Map Location System|Map Location System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2816</id>
		<title>Lua Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=2816"/>
		<updated>2006-06-19T18:21:12Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* Manipulating Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
LUA Commands are functions LUA can use to call into game code to do something and usually return a result. These are also referred to as &amp;quot;entry points&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Communicating with player==&lt;br /&gt;
*BroadCastMessage&lt;br /&gt;
*BroadCastMessageToPlayer&lt;br /&gt;
*BroadCastSound&lt;br /&gt;
*BroadCastSoundToPlayer&lt;br /&gt;
*ConsoleToAll&lt;br /&gt;
*EmitSound&lt;br /&gt;
*SmartMessage&lt;br /&gt;
*SmartSound&lt;br /&gt;
*SmartTeamMessage&lt;br /&gt;
*SmartTeamSound&lt;br /&gt;
&lt;br /&gt;
==Interfacing with map entities==&lt;br /&gt;
*CloseDoor&lt;br /&gt;
*FireOutput&lt;br /&gt;
*LockButton&lt;br /&gt;
*LockDoor&lt;br /&gt;
*OpenDoor&lt;br /&gt;
*PressButton&lt;br /&gt;
*ToggleDoor&lt;br /&gt;
*SpawnEntityAtPlayer&lt;br /&gt;
*UnlockButton&lt;br /&gt;
*UnlockDoor&lt;br /&gt;
*UseEntity&lt;br /&gt;
&lt;br /&gt;
==Finding Information about the Players==&lt;br /&gt;
*GetPlayer&lt;br /&gt;
*GetPlayerClass&lt;br /&gt;
*GetPlayerOnTeam&lt;br /&gt;
*GetPlayerName&lt;br /&gt;
*GetPlayerTeam&lt;br /&gt;
*NumPlayers&lt;br /&gt;
*NumPlayersOnTeam&lt;br /&gt;
&lt;br /&gt;
==Manipulating Players==&lt;br /&gt;
*AddAmmo&lt;br /&gt;
*AddFrags&lt;br /&gt;
*AddHealth&lt;br /&gt;
*AddArmor&lt;br /&gt;
*IsPlayer&lt;br /&gt;
*IsPlayerFeetDeepInWater&lt;br /&gt;
*IsPlayerUnderWater&lt;br /&gt;
*IsPlayerWaistDeepInWater&lt;br /&gt;
*MarkRadioTag&lt;br /&gt;
*RemoveAmmo&lt;br /&gt;
*RespawnAllPlayers&lt;br /&gt;
*RespawnPlayer&lt;br /&gt;
*SetPlayerDisguisable&lt;br /&gt;
*SetPlayerRespawnDelay&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with locations:&amp;#039;&amp;#039;&lt;br /&gt;
*SetPlayerLocation&lt;br /&gt;
*RemoveLocation&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nobuild areas:&amp;#039;&amp;#039;&lt;br /&gt;
*IsPlayerInNoBuild&lt;br /&gt;
&lt;br /&gt;
==Manipulating Teams==&lt;br /&gt;
*AddTeamScore&lt;br /&gt;
*IsTeam1AlliedToTeam2&lt;br /&gt;
*[[LUA:SetTeamAllies|SetTeamAllies]]&lt;br /&gt;
*[[LUA:SetTeamClassLimit|SetTeamClassLimit]]&lt;br /&gt;
*SetTeamPlayerLimit&lt;br /&gt;
*[[LUA:SmartClassLimits|SmartClassLimits]]&lt;br /&gt;
&lt;br /&gt;
==Manipulating Grenades==&lt;br /&gt;
*[[LUA:IsGrenade|IsGrenade]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dealing with nogren areas:&amp;#039;&amp;#039;&lt;br /&gt;
*[[LUA:IsGrenInNoGren|IsGrenInNoGren]]&lt;br /&gt;
*[[LUA:SetGrenNoGren|SetGrenNoGren]]&lt;br /&gt;
*[[LUA:RemoveGrenNoGren|RemoveGrenNoGren]]&lt;br /&gt;
&lt;br /&gt;
==Item/Flag related==&lt;br /&gt;
*DropItem&lt;br /&gt;
*Pickup&lt;br /&gt;
*PlayerHasItem&lt;br /&gt;
*RemoveItem&lt;br /&gt;
*Respawn&lt;br /&gt;
*ReturnItem&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
*GetObjectsTeam&lt;br /&gt;
*IncludeScript&lt;br /&gt;
*IsDispenser&lt;br /&gt;
*IsObjectsOriginInWater&lt;br /&gt;
*IsObjectsOriginInSlime&lt;br /&gt;
*IsSentrygun&lt;br /&gt;
*PrecacheModel&lt;br /&gt;
*PrecacheSound&lt;br /&gt;
*Random / rand&lt;br /&gt;
*SetGlobalRespawnDelay&lt;br /&gt;
*SetModel&lt;br /&gt;
&lt;br /&gt;
==Map Location System==&lt;br /&gt;
*[[LUA:Map Location System|Map Location System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenInNoGren&amp;diff=2812</id>
		<title>Lua:IsGrenInNoGren</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenInNoGren&amp;diff=2812"/>
		<updated>2006-06-18T14:58:44Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenInNoGren&amp;diff=2811</id>
		<title>Lua:IsGrenInNoGren</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenInNoGren&amp;diff=2811"/>
		<updated>2006-06-18T14:40:56Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IsGrenade==&lt;br /&gt;
&lt;br /&gt;
IsGrenade is used to see if an entity index being passed into a function is a grenade or not.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;IsGrenade( ent_id )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
The ent_id passed in is simply an integer index that refers to an entities game code ENTINDEX().&lt;br /&gt;
&lt;br /&gt;
===Output===&lt;br /&gt;
The output is true or false depending if ent_id is a grenade or not. A list of grenades can be found [[:Category:Grenades|here]].&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
Here&amp;#039;s an example of giving a team a point whenever a grenade touches a trigger_ff_script named &amp;quot;red_goal&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- In the map&amp;#039;s .LUA file...&lt;br /&gt;
&lt;br /&gt;
-- Define red_goal trigger_ff_script&lt;br /&gt;
red_goal = trigger_ff_script:new({})&lt;br /&gt;
&lt;br /&gt;
-- When we&amp;#039;re touched by a grenade, give the grenade owners team a point&lt;br /&gt;
function red_goal:ontouch( ent_id )&lt;br /&gt;
     if IsGrenade( ent_id ) then&lt;br /&gt;
          -- Add 1 point to the grenade owners team&lt;br /&gt;
          AddTeamScore( GetObjectsTeam( ent_id ), 1 )&lt;br /&gt;
     end&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Important Note==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you want trigger&amp;#039;s to react to grenades you MUST &amp;#039;check&amp;#039;/&amp;#039;tick&amp;#039; the &amp;quot;everything&amp;quot; option on the flags tab of the entity in Hammer.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
http://mulchman.trepid.net/tick-everything.JPG&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenade&amp;diff=2808</id>
		<title>Lua:IsGrenade</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenade&amp;diff=2808"/>
		<updated>2006-06-18T14:39:49Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* Important Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IsGrenade==&lt;br /&gt;
&lt;br /&gt;
IsGrenade is used to see if an entity index being passed into a function is a grenade or not.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;IsGrenade( ent_id )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
The ent_id passed in is simply an integer index that refers to an entities game code ENTINDEX().&lt;br /&gt;
&lt;br /&gt;
===Output===&lt;br /&gt;
The output is true or false depending if ent_id is a grenade or not. A list of grenades can be found [[:Category:Grenades|here]].&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
Here&amp;#039;s an example of giving a team a point whenever a grenade touches a trigger_ff_script named &amp;quot;red_goal&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- In the map&amp;#039;s .LUA file...&lt;br /&gt;
&lt;br /&gt;
-- Define red_goal trigger_ff_script&lt;br /&gt;
red_goal = trigger_ff_script:new({})&lt;br /&gt;
&lt;br /&gt;
-- When we&amp;#039;re touched by a grenade, give the grenade owners team a point&lt;br /&gt;
function red_goal:ontouch( ent_id )&lt;br /&gt;
     if IsGrenade( ent_id ) then&lt;br /&gt;
          -- Add 1 point to the grenade owners team&lt;br /&gt;
          AddTeamScore( GetObjectsTeam( ent_id ), 1 )&lt;br /&gt;
     end&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Important Note==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you want trigger&amp;#039;s to react to grenades you MUST &amp;#039;check&amp;#039;/&amp;#039;tick&amp;#039; the &amp;quot;everything&amp;quot; option on the flags tab of the entity in Hammer.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
http://mulchman.trepid.net/tick-everything.JPG&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenade&amp;diff=2807</id>
		<title>Lua:IsGrenade</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenade&amp;diff=2807"/>
		<updated>2006-06-18T14:39:18Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* Important Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IsGrenade==&lt;br /&gt;
&lt;br /&gt;
IsGrenade is used to see if an entity index being passed into a function is a grenade or not.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;IsGrenade( ent_id )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
The ent_id passed in is simply an integer index that refers to an entities game code ENTINDEX().&lt;br /&gt;
&lt;br /&gt;
===Output===&lt;br /&gt;
The output is true or false depending if ent_id is a grenade or not. A list of grenades can be found [[:Category:Grenades|here]].&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
Here&amp;#039;s an example of giving a team a point whenever a grenade touches a trigger_ff_script named &amp;quot;red_goal&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- In the map&amp;#039;s .LUA file...&lt;br /&gt;
&lt;br /&gt;
-- Define red_goal trigger_ff_script&lt;br /&gt;
red_goal = trigger_ff_script:new({})&lt;br /&gt;
&lt;br /&gt;
-- When we&amp;#039;re touched by a grenade, give the grenade owners team a point&lt;br /&gt;
function red_goal:ontouch( ent_id )&lt;br /&gt;
     if IsGrenade( ent_id ) then&lt;br /&gt;
          -- Add 1 point to the grenade owners team&lt;br /&gt;
          AddTeamScore( GetObjectsTeam( ent_id ), 1 )&lt;br /&gt;
     end&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Important Note===&lt;br /&gt;
If you want trigger&amp;#039;s to react to grenades you MUST &amp;#039;check&amp;#039;/&amp;#039;tick&amp;#039; the &amp;quot;everything&amp;quot; option on the flags tab of the entity in Hammer.&lt;br /&gt;
&lt;br /&gt;
http://mulchman.trepid.net/tick-everything.JPG&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenade&amp;diff=2806</id>
		<title>Lua:IsGrenade</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenade&amp;diff=2806"/>
		<updated>2006-06-18T14:39:06Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* Important Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IsGrenade==&lt;br /&gt;
&lt;br /&gt;
IsGrenade is used to see if an entity index being passed into a function is a grenade or not.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;IsGrenade( ent_id )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
The ent_id passed in is simply an integer index that refers to an entities game code ENTINDEX().&lt;br /&gt;
&lt;br /&gt;
===Output===&lt;br /&gt;
The output is true or false depending if ent_id is a grenade or not. A list of grenades can be found [[:Category:Grenades|here]].&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
Here&amp;#039;s an example of giving a team a point whenever a grenade touches a trigger_ff_script named &amp;quot;red_goal&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- In the map&amp;#039;s .LUA file...&lt;br /&gt;
&lt;br /&gt;
-- Define red_goal trigger_ff_script&lt;br /&gt;
red_goal = trigger_ff_script:new({})&lt;br /&gt;
&lt;br /&gt;
-- When we&amp;#039;re touched by a grenade, give the grenade owners team a point&lt;br /&gt;
function red_goal:ontouch( ent_id )&lt;br /&gt;
     if IsGrenade( ent_id ) then&lt;br /&gt;
          -- Add 1 point to the grenade owners team&lt;br /&gt;
          AddTeamScore( GetObjectsTeam( ent_id ), 1 )&lt;br /&gt;
     end&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Important Note===&lt;br /&gt;
If you want trigger&amp;#039;s to react to grenades you MUST &amp;#039;check&amp;#039;/&amp;#039;tick&amp;#039; the &amp;quot;everything&amp;quot; option on the flags tab of the entity in Hammer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://mulchman.trepid.net/tick-everything.JPG&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenade&amp;diff=2805</id>
		<title>Lua:IsGrenade</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenade&amp;diff=2805"/>
		<updated>2006-06-18T14:38:21Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: /* Important Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IsGrenade==&lt;br /&gt;
&lt;br /&gt;
IsGrenade is used to see if an entity index being passed into a function is a grenade or not.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;IsGrenade( ent_id )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
The ent_id passed in is simply an integer index that refers to an entities game code ENTINDEX().&lt;br /&gt;
&lt;br /&gt;
===Output===&lt;br /&gt;
The output is true or false depending if ent_id is a grenade or not. A list of grenades can be found [[:Category:Grenades|here]].&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
Here&amp;#039;s an example of giving a team a point whenever a grenade touches a trigger_ff_script named &amp;quot;red_goal&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- In the map&amp;#039;s .LUA file...&lt;br /&gt;
&lt;br /&gt;
-- Define red_goal trigger_ff_script&lt;br /&gt;
red_goal = trigger_ff_script:new({})&lt;br /&gt;
&lt;br /&gt;
-- When we&amp;#039;re touched by a grenade, give the grenade owners team a point&lt;br /&gt;
function red_goal:ontouch( ent_id )&lt;br /&gt;
     if IsGrenade( ent_id ) then&lt;br /&gt;
          -- Add 1 point to the grenade owners team&lt;br /&gt;
          AddTeamScore( GetObjectsTeam( ent_id ), 1 )&lt;br /&gt;
     end&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Important Note===&lt;br /&gt;
If you want trigger&amp;#039;s to react to grenades you MUST &amp;#039;check&amp;#039;/&amp;#039;tick&amp;#039; the &amp;quot;everything&amp;quot; option on the flags tab of the entity in Hammer.&lt;br /&gt;
&lt;br /&gt;
[[Image:tick-everything.JPG]]&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenade&amp;diff=2804</id>
		<title>Lua:IsGrenade</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenade&amp;diff=2804"/>
		<updated>2006-06-18T14:37:06Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IsGrenade==&lt;br /&gt;
&lt;br /&gt;
IsGrenade is used to see if an entity index being passed into a function is a grenade or not.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;IsGrenade( ent_id )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
The ent_id passed in is simply an integer index that refers to an entities game code ENTINDEX().&lt;br /&gt;
&lt;br /&gt;
===Output===&lt;br /&gt;
The output is true or false depending if ent_id is a grenade or not. A list of grenades can be found [[:Category:Grenades|here]].&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
Here&amp;#039;s an example of giving a team a point whenever a grenade touches a trigger_ff_script named &amp;quot;red_goal&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- In the map&amp;#039;s .LUA file...&lt;br /&gt;
&lt;br /&gt;
-- Define red_goal trigger_ff_script&lt;br /&gt;
red_goal = trigger_ff_script:new({})&lt;br /&gt;
&lt;br /&gt;
-- When we&amp;#039;re touched by a grenade, give the grenade owners team a point&lt;br /&gt;
function red_goal:ontouch( ent_id )&lt;br /&gt;
     if IsGrenade( ent_id ) then&lt;br /&gt;
          -- Add 1 point to the grenade owners team&lt;br /&gt;
          AddTeamScore( GetObjectsTeam( ent_id ), 1 )&lt;br /&gt;
     end&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Important Note===&lt;br /&gt;
If you want trigger&amp;#039;s to react to grenades you MUST &amp;#039;check&amp;#039;/&amp;#039;tick&amp;#039; the &amp;quot;everything&amp;quot; option on the flags tab of the entity in Hammer.&lt;br /&gt;
&lt;br /&gt;
[[Image:http://mulchman.trepid.net/tick-everything.JPG]]&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenade&amp;diff=2803</id>
		<title>Lua:IsGrenade</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenade&amp;diff=2803"/>
		<updated>2006-06-18T14:36:25Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IsGrenade==&lt;br /&gt;
&lt;br /&gt;
IsGrenade is used to see if an entity index being passed into a function is a grenade or not.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;IsGrenade( ent_id )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
The ent_id passed in is simply an integer index that refers to an entities game code ENTINDEX().&lt;br /&gt;
&lt;br /&gt;
===Output===&lt;br /&gt;
The output is true or false depending if ent_id is a grenade or not. A list of grenades can be found [[:Category:Grenades|here]].&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
Here&amp;#039;s an example of giving a team a point whenever a grenade touches a trigger_ff_script named &amp;quot;red_goal&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;-- In the map&amp;#039;s .LUA file...&lt;br /&gt;
&lt;br /&gt;
-- Define red_goal trigger_ff_script&lt;br /&gt;
red_goal = trigger_ff_script:new({})&lt;br /&gt;
&lt;br /&gt;
-- When we&amp;#039;re touched by a grenade, give the grenade owners team a point&lt;br /&gt;
function red_goal:ontouch( ent_id )&lt;br /&gt;
     if IsGrenade( ent_id ) then&lt;br /&gt;
          -- Add 1 point to the grenade owners team&lt;br /&gt;
          AddTeamScore( GetObjectsTeam( ent_id ), 1 )&lt;br /&gt;
     end&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Important Note===&lt;br /&gt;
If you want trigger&amp;#039;s to react to grenades you MUST &amp;#039;check&amp;#039;/&amp;#039;tick&amp;#039; the &amp;quot;everything&amp;quot; option on the flags tab of the entity in Hammer.&lt;br /&gt;
&lt;br /&gt;
[http://mulchman.trepid.net/tick-everything.JPG Important Note]&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenade&amp;diff=2802</id>
		<title>Lua:IsGrenade</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:IsGrenade&amp;diff=2802"/>
		<updated>2006-06-18T14:30:33Z</updated>

		<summary type="html">&lt;p&gt;Mulchman MM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IsGrenade==&lt;br /&gt;
&lt;br /&gt;
IsGrenade is used to see if an entity index being passed into a function is a grenade or not.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;IsGrenade( ent_id )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
The ent_id passed in is simply an integer index that refers to an entities game code ENTINDEX().&lt;br /&gt;
&lt;br /&gt;
===Output===&lt;br /&gt;
The output is true or false depending if ent_id is a grenade or not. A list of grenades can be found [[:Category:Grenades|here]].&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>Mulchman MM</name></author>
	</entry>
</feed>