Difference between revisions of "Game"

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m (Added to category.)
(SetCVar)
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=== SetCVar ===
 
=== SetCVar ===
 
'''Definition:'''<br>
 
'''Definition:'''<br>
SetCVar() -> ?
+
SetCVar(string name, string value) -> ?
 
<br><br>
 
<br><br>
 
'''Description:''' <br>
 
'''Description:''' <br>
Line 210: Line 210:
 
<br><br>
 
<br><br>
 
'''Arguments:''' <br>
 
'''Arguments:''' <br>
?
+
 
 +
string name - name of existing cvar
 +
string value - value to set it to
 +
 
 
<br><br>
 
<br><br>
 
'''Returns:''' <br>
 
'''Returns:''' <br>
?
+
 
 +
true - if the cvar is valid, false otherwise
 +
 
 
<br><br>
 
<br><br>
 
'''Example:'''
 
'''Example:'''
<br><br>
 
  
 +
<source lang="lua">
 +
if(Game.SetCVar("fov", "95") == true) then print "fov set to 95" end
 +
</source>
  
 +
<br><br>
  
 
=== SetDesiredSpeed ===
 
=== SetDesiredSpeed ===

Revision as of 04:39, 29 June 2009

Functions

DisableInput

Definition:
DisableInput() -> ?

Description:



Arguments:
?

Returns:
?

Example:


EnableInput

Definition:
EnableInput()

Description:



Arguments:
none

Returns:
nothing

Example:

Game.EnableInput()



GetCVar

Definition:
GetCVar(string name) -> result

Description:
Returns the value of a C variable(?)
I'm assuming that the term CVar refers to an ingame variable not directly accessible by Lua

Arguments:
name name of the variable.

Returns:
The value or nil
Example:

print(Game.GetCVar("rRenderStationInMenu")) -- output: 1 or 0, ie. true/false
if Game.GetCVar("autoaim") == 1 then print("autoaim is on") end
print(Game.GetCVar("rHUDxscale")) -- output: 900
if Game.GetCVar("filterchannelmsgs") ==  1 then print("Channel Messages are being filtered") end

GetClientBuildNumber

Definition:
GetClientBuildNumber() -> ?

Description:



Arguments:
?

Returns:
?

Example:


GetDesiredSpeed

Definition:
GetDesiredSpeed() -> ?

Description:



Arguments:
?

Returns:
?

Example:


GetFlightMode

Definition:
GetFlightMode() -> boolean

Description:



Arguments:
?

Returns:
?

Example:

local a = Game.GetFlightMode()
print tostring(a).." ("..type(a)..")" -- outputs: true (boolean)



GetNFZMode

Definition:
GetNFZMode() -> ?

Description:



Arguments:
?

Returns:
?

Example:


GetObjectAtScreenPos

Definition:
GetObjectAtScreenPos() -> ?

Description:



Arguments:
?

Returns:
?

Example:


GetTurretHealth

Definition:
GetTurretHealth() -> ?

Description:



Arguments:
?

Returns:
?

Example:


GetTurretObjectID

Definition:
GetTurretObjectID() -> ?

Description:



Arguments:
?

Returns:
?

Example:


Quit

Definition:
Quit()

Description:



Arguments:
none

Returns:
nothing

Example:

Game.Quit()



SetCVar

Definition:
SetCVar(string name, string value) -> ?

Description:



Arguments:

string name - name of existing cvar string value - value to set it to



Returns:

true - if the cvar is valid, false otherwise



Example:

if(Game.SetCVar("fov", "95") == true) then print "fov set to 95" end



SetDesiredSpeed

Definition:
SetDesiredSpeed() -> ?

Description:



Arguments:
?

Returns:
?

Example:


SetInputMode

Definition:
SetInputMode() -> ?

Description:



Arguments:
?

Returns:
?

Example:


SetJumpDest

Definition:
SetJumpDest(sectorid)

Description:



Arguments:
sectorid -- sectorid of jump destination.

Returns:
nothing

Example:

Game.SetJumpDest(2902)



StartLoginCinematic

Definition:
StartLoginCinematic()

Description:



Arguments:
none

Returns:
none

Example:

Game.StartLoginCinematic()



StopLoginCinematic

Definition:
StopLoginCinematic()

Description:



Arguments:
none

Returns:
none

Example:

Game.StopLoginCinematic()