Difference between revisions of "Category:Player functions"

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(Added explanations for player:functions)
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This is just a dump of commands that we'll get to documenting later. These lack parameter information and the list is incomplete.
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Any player that's connected to the server can be accessed by the lua system. Once you have identified a specific player object you can use these functions to affect the player or get information about it.
  
 
===Usage===
 
===Usage===
CFFPlayer:''function''(''parameters'')
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CFFPlayer:'''function'''(''parameters'')
  
 
===Example===
 
===Example===
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end
 
end
 
end</pre>
 
end</pre>
<pre>
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AddAmmo([[Lua:Flags#Ammo]], integer) Gives ammunition to the player
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* '''AddAmmo'''([[Lua:Flags#Ammo]], integer) Gives ammunition to the player
AddArmor(integer) Gives armor to the player
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* '''AddArmor'''(integer) Gives armor to the player
AddFrags(integer) Adds to the player's kill count
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* '''AddFrags'''(integer) Adds to the player's kill count
AddFortPoints(integer, string) Gives the player Fortress Points. String is an explanation for the points, eg. "Hunted Escape"
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* '''AddFortPoints'''(integer, string) Gives the player Fortress Points. String is an explanation for the points, eg. "Hunted Escape"
AddHealth(integer) Gives the player health points. Negative numbers will hurt the player
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* '''AddHealth'''(integer) Gives the player health points. Negative numbers will hurt the player
integer GetClass() Returns the class of the player as a number (0-9)
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* integer '''GetClass'''() Returns the class of the player as a number (0-9)
string GetClassName() Returns the class of the player as a string
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* string '''GetClassName'''() Returns the class of the player as a string
string GetName() Returns the name of the player
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* string '''GetName'''() Returns the name of the player
integer GetArmor() Returns the player's armor level
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* integer '''GetArmor'''() Returns the player's armor level
integer GetMaxArmor() Returns the player's max armor
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* integer '''GetMaxArmor'''() Returns the player's max armor
integer GetHealth() Returns the player's health points
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* integer '''GetHealth'''() Returns the player's health points
integer GetMaxHealth() Returns the player's max health
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* integer '''GetMaxHealth'''() Returns the player's max health
boolean HasItem(string) returns true or false is the player is holding the named [[Lua:info_ff_script]]
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* boolean '''HasItem'''(string) returns true or false is the player is holding the named [[Lua:info_ff_script]]
boolean IsFeetDeepInWater()
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* boolean '''IsFeetDeepInWater'''()
boolean IsInNoBuild()
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* boolean '''IsInNoBuild'''()
boolean IsUnderWater()
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* boolean '''IsUnderWater'''()
boolean IsWaistDeepInWater()
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* boolean '''IsWaistDeepInWater'''()
boolean IsInAttack1() Is the player pressing his *primary attack* key?
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* boolean '''IsInAttack1'''() Is the player pressing his *primary attack* key?
boolean IsInAttack2()
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* boolean '''IsInAttack2'''()
boolean IsInUse()
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* boolean '''IsInUse'''()
boolean IsInJump()
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* boolean '''IsInJump'''()
boolean IsInForward()
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* boolean '''IsInForward'''()
boolean IsInBack()
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* boolean '''IsInBack'''()
boolean IsInMoveLeft()
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* boolean '''IsInMoveLeft'''()
boolean IsInMoveRight()
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* boolean '''IsInMoveRight'''()
boolean IsInLeft()
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* boolean '''IsInLeft'''()
boolean IsInRight()
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* boolean '''IsInRight'''()
boolean IsInRun()
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* boolean '''IsInRun'''()
boolean IsInReload()
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* boolean '''IsInReload'''()
boolean IsInSpeed() same as walk?
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* boolean '''IsInSpeed'''() same as walk?
boolean IsInWalk()
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* boolean '''IsInWalk'''()
boolean IsInZoom()
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* boolean '''IsInZoom'''()
boolean IsOnGround()  
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* boolean '''IsOnGround'''()  
boolean IsInAir()
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* boolean '''IsInAir'''()
boolean IsDucking()
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* boolean '''IsDucking'''()
MarkRadioTag() No uses found
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* '''MarkRadioTag'''() No uses found
AddAmmo([[Lua:Flags#Ammo]], integer) Takes ammunition from the player
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* '''AddAmmo'''([[Lua:Flags#Ammo]], integer) Takes ammunition from the player
AddArmor(integer) Takes armor from the player
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* '''AddArmor'''(integer) Takes armor from the player
RemoveLocation(entityId) Clears the player's location info? Never used.
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* '''RemoveLocation'''(entityId) Clears the player's location info? Never used.
Respawn() Respawn the player.
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* '''Respawn'''() Respawn the player.
SetDisguisable(boolean) Allow/disallow a spy to use disguise
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* '''SetDisguisable'''(boolean) Allow/disallow a spy to use disguise
boolean IsDisguisable() returns whether the player is allowed to disguise
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* boolean '''IsDisguisable'''() returns whether the player is allowed to disguise
SetCloakable(boolean) Allow/disallow a spy to use cloak
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* '''SetCloakable'''(boolean) Allow/disallow a spy to use cloak
boolean IsCloakable() returns whether the player is allowed to cloak
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* boolean '''IsCloakable'''() returns whether the player is allowed to cloak
SetRespawnable(boolean) Send false to make players stay dead (unable to respawn).
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* '''SetRespawnable'''(boolean) Send false to make players stay dead (unable to respawn).
boolean IsRespawnable() See above.
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* boolean '''IsRespawnable'''() See above.
SetLocation(entityId, string, Lua:Flags#Team) Sends text to the player's location HUD. Team determines the color of the text.
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* '''SetLocation'''(entityId, string, [[Lua:Flags#Team]]) Sends text to the player's location HUD. Team determines the color of the text.
SetRespawnDelay  Probably should send this an integer or float.
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* '''SetRespawnDelay'''   Probably should send this an integer or float.
string GetActiveWeaponName() returns the [[Lua:weapon_classes]] of the weapon equipped by the player, eg. "ff_weapon_spanner"
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* string '''GetActiveWeaponName'''() returns the [[Lua:weapon_classes]] of the weapon equipped by the player, eg. "ff_weapon_spanner"
GiveWeapon(string) Give the player a weapon, specified by [[Lua:weapon_classes]]
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* '''GiveWeapon'''(string) Give the player a weapon, specified by [[Lua:weapon_classes]]
RemoveWeapon(string) Take from the player a weapon, specified by [[Lua:weapon_classes]]
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* '''RemoveWeapon'''(string) Take from the player a weapon, specified by [[Lua:weapon_classes]]
RemoveAllWeapons() Strip all the player's weapons.
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* '''RemoveAllWeapons'''() Strip all the player's weapons.
boolean IsCloaked()
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* boolean '''IsCloaked'''()
boolean IsDisguised()  
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* boolean '''IsDisguised'''()  
integer GetDisguisedClass()
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* integer '''GetDisguisedClass'''()
integer GetDisguisedTeam()
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* integer '''GetDisguisedTeam'''()
AddEffect( [[Lua:Flags#EF]], EFFECT_DURATION, ICON_DURATION, SPEED_MULTIPLIER ) Adds a status affect to the player
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* '''AddEffect'''( [[Lua:Flags#EF]], EFFECT_DURATION, ICON_DURATION, SPEED_MULTIPLIER ) Adds a status affect to the player
boolean IsEffectActive [[Lua:Flags#EF]])
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* boolean '''IsEffectActive'''([[Lua:Flags#EF]])
RemoveEffect( [[Lua:Flags#EF]]) Cancels a status effect on the player
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* '''RemoveEffect'''([[Lua:Flags#EF]]) Cancels a status effect on the player
integer GetSteamID()
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* integer '''GetSteamID'''()
integer GetPing()
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* integer '''GetPing'''()
GetPacketloss()
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* '''GetPacketloss'''()
boolean IsAlive()
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* boolean '''IsAlive'''()
</pre>
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[[Category:Lua]]
 
[[Category:Lua]]
 
[[Category:Lua_Commands]]
 
[[Category:Lua_Commands]]

Revision as of 22:31, 15 February 2010

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

Usage

CFFPlayer:function(parameters)

Example

function location_info:ontouch( touch_entity )

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

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