LuaDocs/ACrab

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Contents

Parent: Actor

Concrete Class. A crab-like actor with four legs.

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Enumerations

MovementState

  • 0 = STAND
  • 1 = WALK
  • 2 = JUMP
  • 3 = DISLODGE
  • 4 = MOMENTSTATECOUNT


Side

  • 0 = LEFTSIDE
  • 1 = RIGHTSIDE
  • 2 = SIDECOUNT


Layer

  • 0 = FGROUND
  • 1 = BGROUND


DeviceHandlingState

  • 0 = STILL
  • 1 = POINTING
  • 2 = SCANNING
  • 3 = AIMING
  • 4 = FIRING
  • 5 = THROWING
  • 6 = DIGGING


SweepState

  • 0 = NOSWEEP
  • 1 = SWEEPINGUP
  • 2 = SWEEPINGPAUSE
  • 3 = SWEEPINGDOWN
  • 4 = SWEEMDOWNPAUSE


DigState

  • 0 = NOTDIGGING
  • 1 = PREDIG
  • 2 = STARTDIG
  • 3 = TUNNELING
  • 4 = FINISHINGDIG
  • 5 = PAUSEDIGGER


JumpState

  • 0 = NOTJUMPING
  • 1 = FORWARDJUMP
  • 2 = PREJUMP
  • 3 = UPJUMP
  • 4 = APEXJUMP
  • 5 = LANDJUMP


Properties

ClassName

The class name of this Entity.A string with the friendly-formatted type name of this object.

LFGLeg

Read-only property. The left FG Leg as an Attachable. This is for Lua binding mostly.A pointer to the Leg Attachable. Ownership is NOT transferred!

LFGLeg

Read-only property. The right BG Leg as an Attachable. This is for Lua binding mostly.A pointer to the Leg Attachable. Ownership is NOT transferred!

LBGLeg

Read-only property. The left BG Leg as an Attachable. This is for Lua binding mostly.A pointer to the Leg Attachable. Ownership is NOT transferred!

RFGLeg

Read-only property. The right FG Leg as an Attachable. This is for Lua binding mostly.A pointer to the Leg Attachable. Ownership is NOT transferred!

Jetpack

Read-only property. The jetpack as an emitter. This is for Lua binding mostly.A pointer to jetpack emitter. Ownership is NOT transferred!

JetTimeTotal

The amount of time this' jetpack can fire when filled, in ms.The amount of time this' jetpack can fire when it's at max.

JetTimeLeft

Read-only property. The amount of time this' jetpack can still fire until out, in ms.The amount of time this' jetpack can still fire before running out.

EquippedItem

Read-only property. Any equipped turret.A pointer to an attachable.

EquippedItem

Read-only property. Returns whatever is equipped in the turret, if anything. OINT.The currently equipped item, if any.

FirearmIsReady

Read-only property. Indicates whether the currently held HDFirearm's is ready for use, and has ammo etc.Whether a currently HDFirearm (if any) is ready for use.

FirearmIsEmpty

Read-only property. Indicates whether the currently held HDFirearm's is out of ammo.Whether a currently HDFirearm (if any) is out of ammo.

FirearmNeedsReload

Read-only property. Indicates whether the currently held HDFirearm's is almost out of ammo.Whether a currently HDFirearm (if any) has less than half of ammo left.

FirearmIsSemiAuto

Read-only property. Indicates whether the currently held HDFirearm's is semi or full auto.Whether a currently HDFirearm (if any) is a semi auto device.

FirearmActivationDelay

Read-only property. Returns the currently held device's delay between pulling the trigger and activating.Delay in ms or zero if not a HDFirearm.


Functions

ReloadFirearm

Reloads the currently held firearm, if any.

Arguments:

  • None.

Return value:

None.


IsWithinRange

Tells whether a point on the scene is within close range of the currently used device and aiming status, if applicable.

Arguments:

  • A Vector witht he aboslute coordinates of a point to check.

Return value:

Whether the point is within close range of this.


Look

Casts an unseen-revealing ray in the direction of where this is facing.

Arguments:

  • The degree angle to deviate from the current view point in the ray casting. A random ray will be chosen out of this +-range.
  • The range, in pixels, beyond the actors sharp aim that the ray will have.

Return value:

Whether any unseen pixels were revealed by this look.


LookForMOs

Casts an MO detecting ray in the direction of where the head is looking at the time. Factors including head rotation, sharp aim mode, and other variables determine how this ray is cast.

Arguments:

  • The degree angle to deviate from the current view point in the ray casting. A random ray will be chosen out of this +-range.
  • A specific material ID to ignore (see through)
  • Whether to ignore all terrain or not (true means 'x-ray vision').

Return value:

A pointer to the MO seen while looking.


IsOnScenePoint

Indicates whether this' current graphical representation overlaps a point in absolute scene coordinates.

Arguments:

  • The point in absolute scene coordinates.

Return value:

Whether this' graphical rep overlaps the scene point.


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